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Running dungeons with high level PCs (my players don't read - and yes, I'll know!)
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<blockquote data-quote="Walter_J" data-source="post: 1249839" data-attributes="member: 2938"><p>I absolutely agree that coming up with excuses to nullify PC abilties is lame at any level and its also a sign of poor DMing. The PC's have earned some nifty abilities and they are using them to their advantage. As a DM, I look at the abilities of my NPC's and see what they can do.</p><p></p><p>Your PC's are using their abilities to gather information, overcome obstacles and fall back when necessary. And they are doing this inside what is essentially, if I remember correctly, an exstensive temple to Orcus. So, from the point of view of a priest of Orcus or another NPC who resides in RA, they are being invaded. I'm not sure what all NPCs are in RA, but I'm pretty sure there are several high level cleric types and tons of servants, such as wererats. At this point, the major powers of the dungeon should be aware that there are several high-level characters invading their terf. While the PC's are between forays, the powers of RA need to come up with a plan that will allow them to detect the presence of intruders, locate the intruders and retaliate. The clerics and any spy-type critters, such as wererats, should be able to handle the detection and location part. The retaliation depends on what critters are on hand and what the clerics, etc..., can summon.</p><p></p><p>At some point, the PC's are going to fall back to "town." Do the residents of RA have any connections with assassins and the like? Hitting the PCs on their home terf will give them a lot to think about</p><p></p><p>Sorry this is so disjointed. Its late. I guess the point is that your players have decent level PC's who are probably messing with the plans of high level NPC's, so use the abilties of the NPC's. The game should balance out fairly well and one of the end results should be that the PC's will now have to try and outthink the NPC's and, most likely, try and locate and eliminate the NPC's, which will result in the PC having to "stick it out" just to reach an enemy leader because everytime the PC retreat, the NPC has that much more time to boslter their defenses.</p><p></p><p>Your right, though, you can't "re-live" the low-level feel of a dungeon crawl. The abilities of higher level PC's make most obstacles a minor pain at best. The thing I like about high level play, is that the players, or at least a few of them, have to start thinking strategically. In this instance, the need to eliminate a big bad guy before he or she eliminates us should add a good dose of urgency to the game.</p></blockquote><p></p>
[QUOTE="Walter_J, post: 1249839, member: 2938"] I absolutely agree that coming up with excuses to nullify PC abilties is lame at any level and its also a sign of poor DMing. The PC's have earned some nifty abilities and they are using them to their advantage. As a DM, I look at the abilities of my NPC's and see what they can do. Your PC's are using their abilities to gather information, overcome obstacles and fall back when necessary. And they are doing this inside what is essentially, if I remember correctly, an exstensive temple to Orcus. So, from the point of view of a priest of Orcus or another NPC who resides in RA, they are being invaded. I'm not sure what all NPCs are in RA, but I'm pretty sure there are several high level cleric types and tons of servants, such as wererats. At this point, the major powers of the dungeon should be aware that there are several high-level characters invading their terf. While the PC's are between forays, the powers of RA need to come up with a plan that will allow them to detect the presence of intruders, locate the intruders and retaliate. The clerics and any spy-type critters, such as wererats, should be able to handle the detection and location part. The retaliation depends on what critters are on hand and what the clerics, etc..., can summon. At some point, the PC's are going to fall back to "town." Do the residents of RA have any connections with assassins and the like? Hitting the PCs on their home terf will give them a lot to think about Sorry this is so disjointed. Its late. I guess the point is that your players have decent level PC's who are probably messing with the plans of high level NPC's, so use the abilties of the NPC's. The game should balance out fairly well and one of the end results should be that the PC's will now have to try and outthink the NPC's and, most likely, try and locate and eliminate the NPC's, which will result in the PC having to "stick it out" just to reach an enemy leader because everytime the PC retreat, the NPC has that much more time to boslter their defenses. Your right, though, you can't "re-live" the low-level feel of a dungeon crawl. The abilities of higher level PC's make most obstacles a minor pain at best. The thing I like about high level play, is that the players, or at least a few of them, have to start thinking strategically. In this instance, the need to eliminate a big bad guy before he or she eliminates us should add a good dose of urgency to the game. [/QUOTE]
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