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General Tabletop Discussion
*Dungeons & Dragons
Standard CR Assessment: Standard abilities a high level party is always expected to have?
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<blockquote data-quote="Stalker0" data-source="post: 7285471" data-attributes="member: 5889"><p>Spawned from a different thread.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p></p><p>Here are a few to get the ball rolling</p><p></p><p><strong>10th level</strong></p><p>1) Ability to negate magical resistance (some sort of magical attack).</p><p>2) +1 to attack rolls (magic items or spells).</p><p>3) Fire Resistance (or another really common resistance for that game).</p><p>4) Various ways to bring a player up from unconsciousness.</p><p>5) Almost no single attack in the game can kill them.</p><p></p><p><strong>15th level</strong></p><p>1) Ability to rest comfortably in any environment (tiny hut, magnificent mansion, etc etc).</p><p>2) Immunity to Fear</p><p>3) Ability to leave a combat when the party is in trouble.</p><p>4) Resistance to several energy types.</p><p></p><p><strong>20th level</strong></p><p>1) Ability to negate any negative monster ability with prep time.</p><p>2) Ability to stop any monster for at least 1 round.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 7285471, member: 5889"] 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 [B]10th level[/B] 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. [B]15th level[/B] 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. [B]20th level[/B] 1) Ability to negate any negative monster ability with prep time. 2) Ability to stop any monster for at least 1 round. [/QUOTE]
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Standard CR Assessment: Standard abilities a high level party is always expected to have?
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