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Running High Level 5E is more fun than I thought it would be.
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<blockquote data-quote="dave2008" data-source="post: 7960242" data-attributes="member: 83242"><p>Well the ToA covered this scenario, so you could do that (basically you can't scry into or teleport into/in the dungeon I think). However, you don't want to limit those abilities 100% of the time. So a couple of other thoughts:</p><ol> <li data-xf-list-type="ol">The big bad can use the same tactics on the party.<ol> <li data-xf-list-type="ol">This is particularly true of liches as you can take on down, but they can come back, and then they will put a lot of resources into taking you down.</li> <li data-xf-list-type="ol">A network of spys that are tracking the PCs plans & movements</li> <li data-xf-list-type="ol">Magic observation</li> <li data-xf-list-type="ol">Infiltrators (replace a trusted NPC with doppelganger or similar)</li> </ol></li> <li data-xf-list-type="ol">The big bad can have minions that they summon in (bonus, lair, or legendary action), or that simply gate, teleport, plane shift, whatever, in to help out or get him/her out.</li> <li data-xf-list-type="ol">Make the big bad tougher. You can plan, but if you don't have the resources to beat the big bad, you just don't have them. Some easy options:<ol> <li data-xf-list-type="ol">Max HP</li> <li data-xf-list-type="ol">Increase AC & saves: +1 per tier to AC and all saves</li> <li data-xf-list-type="ol">Max damage: bring the pain!</li> <li data-xf-list-type="ol">Give bonus or legendary move actions (teleport preferably)</li> <li data-xf-list-type="ol"><strong><em>Juggernaut. </em></strong> When <u>big bad</u> suffers an effect that would impose the <u>X,Y, Z </u>condition(s) it instead loses it ability to take: bonus actions and/or reactions for the duration instead or loses one use of legendary actions for the duration instead. <em>Helps prevent completely lock down, but doesn't complete nerf the PCs abilities.</em></li> </ol></li> <li data-xf-list-type="ol">Lairs: advantageous lairs for the big bad, lair actions, terrain. Mike Shae has some good information on this.</li> <li data-xf-list-type="ol">Illusion and trickery: some big bads can see a scrying sensor. They can use this to give the PCs false information.</li> </ol></blockquote><p></p>
[QUOTE="dave2008, post: 7960242, member: 83242"] Well the ToA covered this scenario, so you could do that (basically you can't scry into or teleport into/in the dungeon I think). However, you don't want to limit those abilities 100% of the time. So a couple of other thoughts: [LIST=1] [*]The big bad can use the same tactics on the party. [LIST=1] [*]This is particularly true of liches as you can take on down, but they can come back, and then they will put a lot of resources into taking you down. [*]A network of spys that are tracking the PCs plans & movements [*]Magic observation [*]Infiltrators (replace a trusted NPC with doppelganger or similar) [/LIST] [*]The big bad can have minions that they summon in (bonus, lair, or legendary action), or that simply gate, teleport, plane shift, whatever, in to help out or get him/her out. [*]Make the big bad tougher. You can plan, but if you don't have the resources to beat the big bad, you just don't have them. Some easy options: [LIST=1] [*]Max HP [*]Increase AC & saves: +1 per tier to AC and all saves [*]Max damage: bring the pain! [*]Give bonus or legendary move actions (teleport preferably) [*][B][I]Juggernaut. [/I][/B] When [U]big bad[/U] suffers an effect that would impose the [U]X,Y, Z [/U]condition(s) it instead loses it ability to take: bonus actions and/or reactions for the duration instead or loses one use of legendary actions for the duration instead. [I]Helps prevent completely lock down, but doesn't complete nerf the PCs abilities.[/I] [/LIST] [*]Lairs: advantageous lairs for the big bad, lair actions, terrain. Mike Shae has some good information on this. [*]Illusion and trickery: some big bads can see a scrying sensor. They can use this to give the PCs false information. [/LIST] [/QUOTE]
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