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Running High Level 5E is more fun than I thought it would be.
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<blockquote data-quote="TwoSix" data-source="post: 7960267" data-attributes="member: 205"><p>I'm not questioning your experience, I'm just wondering how that works within the context of 5E. 5E is far less amenable to heavy prep tactics than previous editions, in my experience. There just aren't as many tools to convert downtime into power. </p><p></p><p>In my own Ravnica game, I'm using the following tricks to make things tough for the PCs:</p><p></p><p>1) Campaign rules. There's a broad limitation on teleportation in the setting, such that any teleportation effect that travels more than about a mile is subject to extremely high mishap chances. Access to an NPC that can bypass that limitation has been a major plot point.</p><p>Also, magic that creates extraplanar spaces is relatively easy and cheap to acquire. Most high-level characters have access to a permanent usable extraplanar space, which makes intrusion much more difficult.</p><p></p><p>2) Constant pressure. The PCs have had a total of three long rests over the last 10 sessions or so. There's been a ticking clock to stop an enemy invasion, and the party's enemies are both aware of the party's actions and have the resources to counter them. Blowing up the inn that the party had made somewhat of a base while the party was resting was a particular high point for me.</p><p></p><p>3) Asymmetric resources. High level spells and custom magic both cost money and time. The PC's enemies have lots of both, the party does not. The party is building up allies quickly to narrow the gap, but there's still a vast discrepancy.</p></blockquote><p></p>
[QUOTE="TwoSix, post: 7960267, member: 205"] I'm not questioning your experience, I'm just wondering how that works within the context of 5E. 5E is far less amenable to heavy prep tactics than previous editions, in my experience. There just aren't as many tools to convert downtime into power. In my own Ravnica game, I'm using the following tricks to make things tough for the PCs: 1) Campaign rules. There's a broad limitation on teleportation in the setting, such that any teleportation effect that travels more than about a mile is subject to extremely high mishap chances. Access to an NPC that can bypass that limitation has been a major plot point. Also, magic that creates extraplanar spaces is relatively easy and cheap to acquire. Most high-level characters have access to a permanent usable extraplanar space, which makes intrusion much more difficult. 2) Constant pressure. The PCs have had a total of three long rests over the last 10 sessions or so. There's been a ticking clock to stop an enemy invasion, and the party's enemies are both aware of the party's actions and have the resources to counter them. Blowing up the inn that the party had made somewhat of a base while the party was resting was a particular high point for me. 3) Asymmetric resources. High level spells and custom magic both cost money and time. The PC's enemies have lots of both, the party does not. The party is building up allies quickly to narrow the gap, but there's still a vast discrepancy. [/QUOTE]
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Running High Level 5E is more fun than I thought it would be.
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