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<blockquote data-quote="DreamChaser" data-source="post: 3989427" data-attributes="member: 1190"><p>The key to balancing high level play is to make sure that no encounter or story every hinges on a single ability, set of abilities, or common combination. Utilize the world to make the situation more complex / challenging.</p><p></p><p>For example with the Tumble scenario. The highest DC is 25, but it is important to note that each enemy past the first add +2 to the DC and each check is made separately. Also, remember the following:</p><p></p><p>Surface Is . . .</p><p>Lightly obstructed (scree, light rubble, shallow bog, undergrowth)    +2</p><p>Severely obstructed (natural cavern floor, dense rubble, dense undergrowth)    +5</p><p>Lightly slippery (wet floor)    +2</p><p>Severely slippery (ice sheet)    +5</p><p>Sloped or angled    +2</p><p></p><p>Tumbling is impossible in a deep bog.</p><p></p><p>So, a fight in boggy and overgrown areas can add some interest. make the baddies immune to the element the wizard uses most of the time (heck the shield spell blocks magic missile). hidden archers, swarms, invisible enemies, the teams of upstarts who plan a devious ambush against the characters to prove that they are better than the heroes (and who have the advantage of having studied the heroes while the heroes know nothing of them).</p><p></p><p>Some might call these contrivances....perhaps but so is any story. More importantly, you are doing what is necessary to keep the game a challenge on a mechanical level (the RP part can still be anyway).</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 3989427, member: 1190"] The key to balancing high level play is to make sure that no encounter or story every hinges on a single ability, set of abilities, or common combination. Utilize the world to make the situation more complex / challenging. For example with the Tumble scenario. The highest DC is 25, but it is important to note that each enemy past the first add +2 to the DC and each check is made separately. Also, remember the following: Surface Is . . . Lightly obstructed (scree, light rubble, shallow bog, undergrowth) +2 Severely obstructed (natural cavern floor, dense rubble, dense undergrowth) +5 Lightly slippery (wet floor) +2 Severely slippery (ice sheet) +5 Sloped or angled +2 Tumbling is impossible in a deep bog. So, a fight in boggy and overgrown areas can add some interest. make the baddies immune to the element the wizard uses most of the time (heck the shield spell blocks magic missile). hidden archers, swarms, invisible enemies, the teams of upstarts who plan a devious ambush against the characters to prove that they are better than the heroes (and who have the advantage of having studied the heroes while the heroes know nothing of them). Some might call these contrivances....perhaps but so is any story. More importantly, you are doing what is necessary to keep the game a challenge on a mechanical level (the RP part can still be anyway). DC [/QUOTE]
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