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Starting a higher level campaign soon as a player: what to watch out for? What should my DM watch out for?
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<blockquote data-quote="Stalker0" data-source="post: 9100640" data-attributes="member: 5889"><p>Compared to 3.5 (which playing at 12th level is fully of crazy combos and things) I think your DM will find DMing 5e pretty easy. That's not to say there's aren't some eye rolling things your players can do, but compared to 3.5 12th level its much tamer.</p><p></p><p>I think the biggest difference is.... bosses "suck" in 5e. By that I mean the game is designed intentionally around quantity rather than quality. 5e does not arm bosses with the same level of tools as they have in 3.5. In 3.5 you have spells that can floor a room, or make a character nigh invincible. Those equivalencies don't exist in the same way.</p><p></p><p>So for 5e boss fights, minions are essential. Your real bosses should NEVER be alone. Further, don't show the boss until you are ready for them to throw down with the players. 5e bosses can be squishy, and many a dm has mistakenly put their 5e bosses too close to the fire, used to the protections a high level boss in 3.5 or 4e can have, and then suddenly watch them get got in a round or two.</p><p></p><p>Anytime your increasing challenge in a fight, the better way to do it in 5e is to add monsters, rather than scaling up existing ones. That's what 5e's math is more designed around.</p><p></p><p></p><p>The other aspect of the challenge side is....a player going to 0 is not in as big a risk of death as you might be used to in 3e. In 3.5, the difference between 0 and -10 at 12th level is practically non-existent, so you get a player down towards 0 and a DM might worry they are about to kill the player. In 5e 12th level that rarely happens, it takes a LOT of damage on a single spell or attack to actually outright kill a player at this level, even if they are already at 0. What is much more likely to finish the job is they get hit with several weaker attacks once they are at 0 (as every successful hit while your at 0 triggers a death saving throw failure, and every crit gives 2 failures, and 3 failures = death). As a DM one thing you want to decide in your game is....the level of "targetting" you want to do. Are your monsters going to drop players to 0 and then move to the next target, or are they going to get hitting the unconscious player until they are truly dead? Tht is a big thing you want to decide as a group, as it is probably the number 1 thing that will swing the deadliness level of your game. If the DM never keeps hitting a player when they are down, the chance of your dying at 12th level is pretty slim, if they always target, then you can start taking players out pretty quickly.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9100640, member: 5889"] Compared to 3.5 (which playing at 12th level is fully of crazy combos and things) I think your DM will find DMing 5e pretty easy. That's not to say there's aren't some eye rolling things your players can do, but compared to 3.5 12th level its much tamer. I think the biggest difference is.... bosses "suck" in 5e. By that I mean the game is designed intentionally around quantity rather than quality. 5e does not arm bosses with the same level of tools as they have in 3.5. In 3.5 you have spells that can floor a room, or make a character nigh invincible. Those equivalencies don't exist in the same way. So for 5e boss fights, minions are essential. Your real bosses should NEVER be alone. Further, don't show the boss until you are ready for them to throw down with the players. 5e bosses can be squishy, and many a dm has mistakenly put their 5e bosses too close to the fire, used to the protections a high level boss in 3.5 or 4e can have, and then suddenly watch them get got in a round or two. Anytime your increasing challenge in a fight, the better way to do it in 5e is to add monsters, rather than scaling up existing ones. That's what 5e's math is more designed around. The other aspect of the challenge side is....a player going to 0 is not in as big a risk of death as you might be used to in 3e. In 3.5, the difference between 0 and -10 at 12th level is practically non-existent, so you get a player down towards 0 and a DM might worry they are about to kill the player. In 5e 12th level that rarely happens, it takes a LOT of damage on a single spell or attack to actually outright kill a player at this level, even if they are already at 0. What is much more likely to finish the job is they get hit with several weaker attacks once they are at 0 (as every successful hit while your at 0 triggers a death saving throw failure, and every crit gives 2 failures, and 3 failures = death). As a DM one thing you want to decide in your game is....the level of "targetting" you want to do. Are your monsters going to drop players to 0 and then move to the next target, or are they going to get hitting the unconscious player until they are truly dead? Tht is a big thing you want to decide as a group, as it is probably the number 1 thing that will swing the deadliness level of your game. If the DM never keeps hitting a player when they are down, the chance of your dying at 12th level is pretty slim, if they always target, then you can start taking players out pretty quickly. [/QUOTE]
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Starting a higher level campaign soon as a player: what to watch out for? What should my DM watch out for?
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