Spawned from a different thread.
When high level CRs are discussed, a common discussion is around what a high level party (10th level or higher) can do. A party can be highly variable after all, in terms of classes, feats, magic items...etc.
All of that said, I believe there are certain abilities the vast majority of high level parties are going to have...by hook or by crook. Again, we are noting a large majority. Of course there will be those odd ball groups that just don't fit the mold (my group is 5 20th level fighters with no magic items! that sort of thing).
So lets get some community consensus. In general, what abilities would you assume a high level party to have....regardless of how they acquired such an ability.
Here are a few to get the ball rolling
10th level
1) Ability to negate magical resistance (some sort of magical attack).
2) +1 to attack rolls (magic items or spells).
3) Fire Resistance (or another really common resistance for that game).
4) Various ways to bring a player up from unconsciousness.
5) Almost no single attack in the game can kill them.
15th level
1) Ability to rest comfortably in any environment (tiny hut, magnificent mansion, etc etc).
2) Immunity to Fear
3) Ability to leave a combat when the party is in trouble.
4) Resistance to several energy types.
20th level
1) Ability to negate any negative monster ability with prep time.
2) Ability to stop any monster for at least 1 round.
When high level CRs are discussed, a common discussion is around what a high level party (10th level or higher) can do. A party can be highly variable after all, in terms of classes, feats, magic items...etc.
All of that said, I believe there are certain abilities the vast majority of high level parties are going to have...by hook or by crook. Again, we are noting a large majority. Of course there will be those odd ball groups that just don't fit the mold (my group is 5 20th level fighters with no magic items! that sort of thing).
So lets get some community consensus. In general, what abilities would you assume a high level party to have....regardless of how they acquired such an ability.
Here are a few to get the ball rolling
10th level
1) Ability to negate magical resistance (some sort of magical attack).
2) +1 to attack rolls (magic items or spells).
3) Fire Resistance (or another really common resistance for that game).
4) Various ways to bring a player up from unconsciousness.
5) Almost no single attack in the game can kill them.
15th level
1) Ability to rest comfortably in any environment (tiny hut, magnificent mansion, etc etc).
2) Immunity to Fear
3) Ability to leave a combat when the party is in trouble.
4) Resistance to several energy types.
20th level
1) Ability to negate any negative monster ability with prep time.
2) Ability to stop any monster for at least 1 round.