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="Celtavian" data-source="post: 1250426" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>You should never feel bad about modifying the adventure. Module designers can't possibly account for every possible tactic used by the PC's. If they are using a particular tactic commonly, then you can probably assume that others have used such tactics in a megadungeon of legend like <em>Rappan Athuk</em> and prepare a counter for it. </p><p></p><p>Some of the above suggestions for modification are great like throwing a patrolling burrowing creature in the dungeon. If they defeat it, don't replace replace it immediately. Set a time scale for when such a creature might be replaced by the main enemy. Do that during the creation process so you aren't arbitrarily creating an obstacle. That will give the player's a feeling of accomplishment for bypassing the defense, while still giving a plausible timeframe for replacing that particular defense mechanism.</p><p></p><p>Certain mazes should be reinforced with extraordinary materials. If the PC's find a simple, but common, way of circumventing a maze like polymorphing or <em>passwall</em>, then most likely the enemy has found a way to prevent it in certain areas where bypassing defeats the purpose of the obstacle.</p><p></p><p>I highly recommend controlling what supplements your player's have access to, and spending alot of preparation time thinking about the possible abuses of a given spell, magic item, or ability and how a person might counter it. Do your preparation like you are some evil bastard designing a dungeon for keeping out pesky, interfering adventurers. </p><p></p><p>DM = Evil Enemy of PC's (At lower levels you want to help them succeed, at higher levels they dont' need the help.)</p><p></p><p>You really have to think that way in the high level game. It is more like playing a game of chess where you have to move and countermove your opponent (the PC's). The PC's will always be thinking of ways to counter what you have planned. Once they counter you once, you rethink your game and counter them. Back and forth as the party rises in level.</p><p></p><p>That basically means sometimes you are going to have to let them run roughshod over encounters you thought were tough, and at other times you are going to have to rein in the bad guys to prevent a TPK. High level games are hard to gauge, and it takes ample DM interference to make it work until you gain experience handling high level encounters.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1250426, member: 5834"] [b]re[/b] You should never feel bad about modifying the adventure. Module designers can't possibly account for every possible tactic used by the PC's. If they are using a particular tactic commonly, then you can probably assume that others have used such tactics in a megadungeon of legend like [i]Rappan Athuk[/i] and prepare a counter for it. Some of the above suggestions for modification are great like throwing a patrolling burrowing creature in the dungeon. If they defeat it, don't replace replace it immediately. Set a time scale for when such a creature might be replaced by the main enemy. Do that during the creation process so you aren't arbitrarily creating an obstacle. That will give the player's a feeling of accomplishment for bypassing the defense, while still giving a plausible timeframe for replacing that particular defense mechanism. Certain mazes should be reinforced with extraordinary materials. If the PC's find a simple, but common, way of circumventing a maze like polymorphing or [i]passwall[/i], then most likely the enemy has found a way to prevent it in certain areas where bypassing defeats the purpose of the obstacle. I highly recommend controlling what supplements your player's have access to, and spending alot of preparation time thinking about the possible abuses of a given spell, magic item, or ability and how a person might counter it. Do your preparation like you are some evil bastard designing a dungeon for keeping out pesky, interfering adventurers. DM = Evil Enemy of PC's (At lower levels you want to help them succeed, at higher levels they dont' need the help.) You really have to think that way in the high level game. It is more like playing a game of chess where you have to move and countermove your opponent (the PC's). The PC's will always be thinking of ways to counter what you have planned. Once they counter you once, you rethink your game and counter them. Back and forth as the party rises in level. That basically means sometimes you are going to have to let them run roughshod over encounters you thought were tough, and at other times you are going to have to rein in the bad guys to prevent a TPK. High level games are hard to gauge, and it takes ample DM interference to make it work until you gain experience handling high level encounters. [/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