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General Tabletop Discussion
*TTRPGs General
Running dungeons with high level PCs (my players don't read - and yes, I'll know!)
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<blockquote data-quote="Varianor Abroad" data-source="post: 1250124" data-attributes="member: 12425"><p>Part of your challenge as DM is that you have two wizards available. This is a classic party plus one spellcaster. Same situation in an 11th level 3.5 game that I'm an occasional DM in. Party has a barbarian, a rogue or a bard, a priest, a wizard and a sorcerer. Needless to say, having twice the spellpower for movement spells in addition to damage gives them a big advantage.</p><p></p><p>So I recommend changing the nature of the encounter. They're going to want to only have 1-2 encounters per game day to maximize their resources. Let 'em. But bring in minions or other foes on the heels of whatever they encounter. If you think of it as two back-to-back fights, it works well. </p><p></p><p>You won't get the classic dungeon crawl feel. I think we've established that. Aside from the Bag in the Rope Trick issue (which your players may hate), I wouldn't actually keep attacking them when they're resting. It seems like you've already reached that conclusion.</p><p></p><p>What you might want to do is to bring in some victims that they have to go rescue. As Orcus points out, this is the lair of a BBEG with godlike powers. But what about his minions? Do they automatically get these powers too, or do they have to sacrifice to Orcus to get them? If the priests in there start taking prisoners to specific, dimension-locked areas for sacrifices, and the PCs find clues, they'll come looking. Now what if those priests are waiting for this? They decided on this tactic to bring the fight to a place of their choosing instead of trying to catch these crazy people zapping through their home. </p><p></p><p>Good luck with the game!</p></blockquote><p></p>
[QUOTE="Varianor Abroad, post: 1250124, member: 12425"] Part of your challenge as DM is that you have two wizards available. This is a classic party plus one spellcaster. Same situation in an 11th level 3.5 game that I'm an occasional DM in. Party has a barbarian, a rogue or a bard, a priest, a wizard and a sorcerer. Needless to say, having twice the spellpower for movement spells in addition to damage gives them a big advantage. So I recommend changing the nature of the encounter. They're going to want to only have 1-2 encounters per game day to maximize their resources. Let 'em. But bring in minions or other foes on the heels of whatever they encounter. If you think of it as two back-to-back fights, it works well. You won't get the classic dungeon crawl feel. I think we've established that. Aside from the Bag in the Rope Trick issue (which your players may hate), I wouldn't actually keep attacking them when they're resting. It seems like you've already reached that conclusion. What you might want to do is to bring in some victims that they have to go rescue. As Orcus points out, this is the lair of a BBEG with godlike powers. But what about his minions? Do they automatically get these powers too, or do they have to sacrifice to Orcus to get them? If the priests in there start taking prisoners to specific, dimension-locked areas for sacrifices, and the PCs find clues, they'll come looking. Now what if those priests are waiting for this? They decided on this tactic to bring the fight to a place of their choosing instead of trying to catch these crazy people zapping through their home. Good luck with the game! [/QUOTE]
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Running dungeons with high level PCs (my players don't read - and yes, I'll know!)
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