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So what is high level play like?
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<blockquote data-quote="Stalker0" data-source="post: 9048759" data-attributes="member: 5889"><p>I've done 2 campaigns to the high levels (one all the way to 20th), and a few one shot type adventures at high levels.</p><p></p><p>I think running 5e combats at high levels is much simpler than in 3e, a little harder than 4e. The combats still go relatively quick all things considered. In terms of design, the greatest freedom of high levels is I honestly stop caring about how PCs are going to get through my stuff. I literally just throw the kitchen sink, feeling confident they will figure it some way to overcome. CR is completely irrelevant at this point, again I can use whatever monster or encounter I want. If the fight is actually too hard the PCs can always run....and if not there is always resurrection type options.</p><p></p><p>I find the number one key to a good high level adventure is some form of ticking clock. You give 20th level characters time and the sky's the limit, literally nothing is too hard for them. But you make it where they have to accomplish the goal in a day.....or heck an hour....and now things get spicy. For example one adventure I ran was an assault on Asmodeus' palace. The players had planned for many many sessions for this, disabling certain security, enlisting a host of angels to hold off the infinite devils for a while, placing a teleport blocker on the complex so Big A couldn't just escape, having a cabal of djinn use their wish powers to block Big As higher level juice for a while, making a deal with Destiny itself so that Big A couldn't just outprepare all of their plans....etc.</p><p></p><p>All of that amounted to the players dropping in outside of the palace and having roughly 2 hours to take him out before their preparations failed out, enough for 1 short rest.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9048759, member: 5889"] I've done 2 campaigns to the high levels (one all the way to 20th), and a few one shot type adventures at high levels. I think running 5e combats at high levels is much simpler than in 3e, a little harder than 4e. The combats still go relatively quick all things considered. In terms of design, the greatest freedom of high levels is I honestly stop caring about how PCs are going to get through my stuff. I literally just throw the kitchen sink, feeling confident they will figure it some way to overcome. CR is completely irrelevant at this point, again I can use whatever monster or encounter I want. If the fight is actually too hard the PCs can always run....and if not there is always resurrection type options. I find the number one key to a good high level adventure is some form of ticking clock. You give 20th level characters time and the sky's the limit, literally nothing is too hard for them. But you make it where they have to accomplish the goal in a day.....or heck an hour....and now things get spicy. For example one adventure I ran was an assault on Asmodeus' palace. The players had planned for many many sessions for this, disabling certain security, enlisting a host of angels to hold off the infinite devils for a while, placing a teleport blocker on the complex so Big A couldn't just escape, having a cabal of djinn use their wish powers to block Big As higher level juice for a while, making a deal with Destiny itself so that Big A couldn't just outprepare all of their plans....etc. All of that amounted to the players dropping in outside of the palace and having roughly 2 hours to take him out before their preparations failed out, enough for 1 short rest. [/QUOTE]
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So what is high level play like?
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