Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Running dungeons with high level PCs (my players don't read - and yes, I'll know!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kugar" data-source="post: 1250291" data-attributes="member: 442"><p>I had the same types of problems in my last campaign. The real killer here is the easy access to rest. If you have 2 spell casters fully rested before every encounter, the challenge diminishes and it is not how the game was designed. I have seen the balance break down like this and 1) It is not pretty and 2) It is going to get worse as their level increases. I also see this as a friction point between players. If the spell casters can fire off the complete wad of spell for even minor encounters, fighter types can feel left out of the limelight. The good news there are some things you can do to make the decision to press on more "attractive"</p><p> </p><p>1) Impose a game-time time limit. If the necromancers in the bottom levels have a evil scheme that will go down in 3 days that means that your clerics can only regain spells 3 times and the arcane casters (3*24/8) = 9 times. By using this type of time control you can tailor the number of "idealized" encounters per rest period and let the players decide for themselves how to use them.</p><p> </p><p>2) Keep track of the limits of the spells used. It's pretty commonsense, but make sure that everything jives with the spell description. I don't know how many times I've re-read a spell description and said "Do'h" after a game.</p><p> </p><p>3) Don't be afraid to put in challenges that require spell use. Every one of these forces a spell out of "inventory" for the day and makes the player feel like they are really contributing - Bonus points for the DM</p><p> </p><p>4) Super-Evil-Genius guy is not stupid. If someone is blowing through your minions and/or local neighbors you either 1) Hunt them down or 2) Move. I once had a whole complex empty out while the PCs rested in a rope trick - they were not pleased because they had to track them down again and even the grunts were more prepared. React to the threat that the PCs represent and use those eight hours the PCs gave you.</p><p> </p><p>5) Make rest less safe. Just an encounter here or there and mentioning an uneasy feeling might be enough to discourage resting. A shadow with significant levels of monk will definitely "discourage" them.</p><p> </p><p>6) Technique A part of a game under your control is presentation and energy. Excessive rest time may be avoided if the game is presented in a way that rest seems inappropriate or just "wrong". I don't know how else to explain it, but many time the party rests there is a let-up in the energy of the game. If the session stays high energy then are fewer opportunities to rest unless the PCs need to.</p></blockquote><p></p>
[QUOTE="Kugar, post: 1250291, member: 442"] I had the same types of problems in my last campaign. The real killer here is the easy access to rest. If you have 2 spell casters fully rested before every encounter, the challenge diminishes and it is not how the game was designed. I have seen the balance break down like this and 1) It is not pretty and 2) It is going to get worse as their level increases. I also see this as a friction point between players. If the spell casters can fire off the complete wad of spell for even minor encounters, fighter types can feel left out of the limelight. The good news there are some things you can do to make the decision to press on more "attractive" 1) Impose a game-time time limit. If the necromancers in the bottom levels have a evil scheme that will go down in 3 days that means that your clerics can only regain spells 3 times and the arcane casters (3*24/8) = 9 times. By using this type of time control you can tailor the number of "idealized" encounters per rest period and let the players decide for themselves how to use them. 2) Keep track of the limits of the spells used. It's pretty commonsense, but make sure that everything jives with the spell description. I don't know how many times I've re-read a spell description and said "Do'h" after a game. 3) Don't be afraid to put in challenges that require spell use. Every one of these forces a spell out of "inventory" for the day and makes the player feel like they are really contributing - Bonus points for the DM 4) Super-Evil-Genius guy is not stupid. If someone is blowing through your minions and/or local neighbors you either 1) Hunt them down or 2) Move. I once had a whole complex empty out while the PCs rested in a rope trick - they were not pleased because they had to track them down again and even the grunts were more prepared. React to the threat that the PCs represent and use those eight hours the PCs gave you. 5) Make rest less safe. Just an encounter here or there and mentioning an uneasy feeling might be enough to discourage resting. A shadow with significant levels of monk will definitely "discourage" them. 6) Technique A part of a game under your control is presentation and energy. Excessive rest time may be avoided if the game is presented in a way that rest seems inappropriate or just "wrong". I don't know how else to explain it, but many time the party rests there is a let-up in the energy of the game. If the session stays high energy then are fewer opportunities to rest unless the PCs need to. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Running dungeons with high level PCs (my players don't read - and yes, I'll know!)
Top