Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Tell me about 5E at 11th level
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="feartheminotaur" data-source="post: 6833912" data-attributes="member: 6801354"><p>I have one game at 12th (from 1st) and one at 16th (from 2nd) and have played several high level one-offs at the FLGS and on Roll20.</p><p></p><p>My thoughts:</p><p></p><p>1. ABC - Always Be Combo-ing: Players have developed sets of action combos and most fights will generally feature them no matter the opponent. Not cheesy, just at 12th+ level, you know what works together (for both PC and party) and what doesn't. Access to feats accelerates this since a lot of combos (especially melee) are feat based.</p><p></p><p>2. PC power is ridiculous versus the DMG/MM XP guide: I'm not sure if it's due to the desire by the designers to balance encounters in the 'most common levels' sweet spot or what, but once we hit 11th level, "deadly" was decidedly inaccurate. You'll have to rely on more than a monster's CR to challenge PCs (tactics, terrain, type, etc.). We hardly got scratched playing the higher levels of Out of the Abyss (lots of the NPCs died though...)</p><p></p><p>3. Magic items are hard to predict, especially in an open ended sandbox-y world. Rarity is not a great indicator of relative power - you'll want to think about an item before handing it out. Examples: Table G has +1 armor and +2 weapons; hardly game changing. It also has the <em>mantle of spell resistance</em> which gives Adv on saves vs spells. Doesn't seem like much when you read it, but, in actual play, it made the rogue wearing it essentially immune to spell effects. So, if you planned on prominently feature an evil wizard cabal as a BBEG...makes a big difference vs a simple <em>longsword +2</em> </p><p></p><p>4. The "work day" concept is useless. Players have magic that allows them to take a rest of any kind whenever they want. I'd never advocate punishing them for having that magic, but you'll have to keep that in mind when designing challenges - they can, if they decide, blow all their resources in one go and hole up in a <em>magnificent mansion</em> or the like.</p><p></p><p>5. The world gets much, much smaller. Any sandbox you build will need to be bigger and more detailed. Players can <em>wind walk</em> and <em>teleport</em> with greater success. They have access to better and more accurate divination spells, and their overall knowledge of the world - everything from types of creatures available for shape changing to the more important movers and shakers across kingdoms and planes - is greater then a 5th -7th level party's.</p></blockquote><p></p>
[QUOTE="feartheminotaur, post: 6833912, member: 6801354"] I have one game at 12th (from 1st) and one at 16th (from 2nd) and have played several high level one-offs at the FLGS and on Roll20. My thoughts: 1. ABC - Always Be Combo-ing: Players have developed sets of action combos and most fights will generally feature them no matter the opponent. Not cheesy, just at 12th+ level, you know what works together (for both PC and party) and what doesn't. Access to feats accelerates this since a lot of combos (especially melee) are feat based. 2. PC power is ridiculous versus the DMG/MM XP guide: I'm not sure if it's due to the desire by the designers to balance encounters in the 'most common levels' sweet spot or what, but once we hit 11th level, "deadly" was decidedly inaccurate. You'll have to rely on more than a monster's CR to challenge PCs (tactics, terrain, type, etc.). We hardly got scratched playing the higher levels of Out of the Abyss (lots of the NPCs died though...) 3. Magic items are hard to predict, especially in an open ended sandbox-y world. Rarity is not a great indicator of relative power - you'll want to think about an item before handing it out. Examples: Table G has +1 armor and +2 weapons; hardly game changing. It also has the [I]mantle of spell resistance[/I] which gives Adv on saves vs spells. Doesn't seem like much when you read it, but, in actual play, it made the rogue wearing it essentially immune to spell effects. So, if you planned on prominently feature an evil wizard cabal as a BBEG...makes a big difference vs a simple [I]longsword +2[/I] 4. The "work day" concept is useless. Players have magic that allows them to take a rest of any kind whenever they want. I'd never advocate punishing them for having that magic, but you'll have to keep that in mind when designing challenges - they can, if they decide, blow all their resources in one go and hole up in a [I]magnificent mansion[/I] or the like. 5. The world gets much, much smaller. Any sandbox you build will need to be bigger and more detailed. Players can [I]wind walk[/I] and [I]teleport[/I] with greater success. They have access to better and more accurate divination spells, and their overall knowledge of the world - everything from types of creatures available for shape changing to the more important movers and shakers across kingdoms and planes - is greater then a 5th -7th level party's. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Tell me about 5E at 11th level
Top