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*Dungeons & Dragons
Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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<blockquote data-quote="Celtavian" data-source="post: 6836807" data-attributes="member: 5834"><p>For me it would take more than one specially made session. For most of us "hardliners" as you call us, it was never a question of "You can't possibly design a 6-8 encounter day that can challenge a high level party." I've already done that more than a few times. It was you can't take the <em>Monster Manual</em>, use the standard rules for encounter building using the <em>Monster Manual</em>, and continuously challenge a high level, optimized party. The reason I am specific is because that is what I run. A one off series of encounters doesn't do much to prove your point unless I can do it over and over and over again as I am required to do. I certainly can't use the hook <em>Flamestrike</em> is using more than a few times at best to drive the party on. That would frustrate and bore them.</p><p></p><p>Now I'm reasonable as well. <em>Flamestrike</em> apparently does this roughly 50% of the time. I'd put it more in the 10 to 20% range myself for a continuous campaign. Basically in a major high level campaign, you're only going to be able seriously challenge a high level optimized party in about 1 or 2 out of 10 encounters. Sometimes even the encounters you thought would be tough get short-circuited by rolls or very effective strategy. I would say this percentage increases substantially at lower level. 1st level to 3rd level characters are often challenged by nearly every encounter and easily in the 70 to 80% range. Heck, at that level a DM sometimes has to pull his punches. As you advance in level it becomes progressively more difficult to challenge the party on a continuous basis.</p><p></p><p>Now mind you, this isn't for one shots like some DMs like yourself do <em>iserith<strong>. This is continuous campaigning with a static group that goes from one long-term campaign to the next where the party will work up from lvl 1 to around lvl 12 or higher roughly 50% of the campaigns. The S.W.A.T team analogy is extremely accurate. Careful scouting, highly optimized tactics, terrain control, optimized spell lists with a specific strategy, removal of opponent's best counters, characters built for survival, and the like. </strong></em></p><p><em><strong></strong></em></p><p><em><strong>That's why these conversations tend to go as they go. Some of us are playing very differently.</strong></em></p></blockquote><p></p>
[QUOTE="Celtavian, post: 6836807, member: 5834"] For me it would take more than one specially made session. For most of us "hardliners" as you call us, it was never a question of "You can't possibly design a 6-8 encounter day that can challenge a high level party." I've already done that more than a few times. It was you can't take the [I]Monster Manual[/I], use the standard rules for encounter building using the [I]Monster Manual[/I], and continuously challenge a high level, optimized party. The reason I am specific is because that is what I run. A one off series of encounters doesn't do much to prove your point unless I can do it over and over and over again as I am required to do. I certainly can't use the hook [I]Flamestrike[/I] is using more than a few times at best to drive the party on. That would frustrate and bore them. Now I'm reasonable as well. [I]Flamestrike[/I] apparently does this roughly 50% of the time. I'd put it more in the 10 to 20% range myself for a continuous campaign. Basically in a major high level campaign, you're only going to be able seriously challenge a high level optimized party in about 1 or 2 out of 10 encounters. Sometimes even the encounters you thought would be tough get short-circuited by rolls or very effective strategy. I would say this percentage increases substantially at lower level. 1st level to 3rd level characters are often challenged by nearly every encounter and easily in the 70 to 80% range. Heck, at that level a DM sometimes has to pull his punches. As you advance in level it becomes progressively more difficult to challenge the party on a continuous basis. Now mind you, this isn't for one shots like some DMs like yourself do [I]iserith[b]. This is continuous campaigning with a static group that goes from one long-term campaign to the next where the party will work up from lvl 1 to around lvl 12 or higher roughly 50% of the campaigns. The S.W.A.T team analogy is extremely accurate. Careful scouting, highly optimized tactics, terrain control, optimized spell lists with a specific strategy, removal of opponent's best counters, characters built for survival, and the like. That's why these conversations tend to go as they go. Some of us are playing very differently.[/b][/I] [/QUOTE]
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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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