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Running Tier 3 D&D 5e
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<blockquote data-quote="lolsworth" data-source="post: 9369845" data-attributes="member: 7044475"><p>Lots of generic combat advice and whinging about paladin smite. Don't nerf the sorcadin suddenly after 10 levels, that will just feel real bad.</p><p></p><p>For tier 3, the players would normally have 5th level and soon 6th level spells. But with all the multiclassing they're doing I think your casters are probably all at least a spell level behind that. Which is great, because its the higher level spells that in my experience make things hard for us as DMs.</p><p></p><p>When I've run the game at tier 3, and even at tier 4, rather than have a series of balanced encounters for a full "adventuring day" I tend to focus on big insane set pieces which aren't really balanced that much. Some small encounters where the players get to crush mooks are still fun and shouldn't be neglected though - just less frequent than "usual" or what we're used to from lower tiers.</p><p></p><p>Some examples of the situations/set pieces I've run:</p><p>Getting to a lair 5 miles underwater and fighting an elder brain (and all its minions) in its brine pool</p><p>Getting to the top of a monster infested mountain to conduct a ritual, before the bbeg gets there and steals the macguffin.</p><p>Defending the home village from waves of attackers</p><p>Raiding an enemy city, only for a hostile dragon and rider to also be raiding that city</p><p></p><p>You'll notice that many of these can't really be done on a 5ft grid, because of the scale. Lots of theatre of the mind, up to the point where the action focuses in and you can play on the grid is how I've done it</p></blockquote><p></p>
[QUOTE="lolsworth, post: 9369845, member: 7044475"] Lots of generic combat advice and whinging about paladin smite. Don't nerf the sorcadin suddenly after 10 levels, that will just feel real bad. For tier 3, the players would normally have 5th level and soon 6th level spells. But with all the multiclassing they're doing I think your casters are probably all at least a spell level behind that. Which is great, because its the higher level spells that in my experience make things hard for us as DMs. When I've run the game at tier 3, and even at tier 4, rather than have a series of balanced encounters for a full "adventuring day" I tend to focus on big insane set pieces which aren't really balanced that much. Some small encounters where the players get to crush mooks are still fun and shouldn't be neglected though - just less frequent than "usual" or what we're used to from lower tiers. Some examples of the situations/set pieces I've run: Getting to a lair 5 miles underwater and fighting an elder brain (and all its minions) in its brine pool Getting to the top of a monster infested mountain to conduct a ritual, before the bbeg gets there and steals the macguffin. Defending the home village from waves of attackers Raiding an enemy city, only for a hostile dragon and rider to also be raiding that city You'll notice that many of these can't really be done on a 5ft grid, because of the scale. Lots of theatre of the mind, up to the point where the action focuses in and you can play on the grid is how I've done it [/QUOTE]
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