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General Tabletop Discussion
*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="Lord Twig" data-source="post: 6841073" data-attributes="member: 31754"><p>One thing I am finding is that spells are very precious in this version. I'm used to 3.x/Pathfinder where by this level the casters were putting up day long buffs and dropping scouting and movement spells all over the place. The wizard and cleric only have 17 spells for the day. With 7 encounters that is 2 spells per encounter, maybe 3.</p><p></p><p>I'm not sure what spell there even is that can speed up travel. Teleportation Circle is 5th level and only goes to pre-set locations and Teleportation is 7th level, which they only have 1 casting of. Fly only lasts 10 minutes and requires concentration. To get the entire party to fly would take a 7th level slot. It used to be a staple spell, now it is barely worth preparing. Is there a good travel spell (or other ability) that I'm missing?</p><p></p><p>Myrkyn did say it was an old dracolich lair, but he also emphasized that the dracolich should be gone. And he was. There were just some squatters there instead.</p><p></p><p>I am absolutely not complaining though. I'm in the camp that 7-8 medium/hard encounters can challenge any party, no matter how optimized. It seems the main problem with challenging a high level party is having them run away when the going gets tough. My mage has Plane Shift prepared. They can get out of there just about any time. Except for the fact that they don't want the multi-verse to be destroyed.</p></blockquote><p></p>
[QUOTE="Lord Twig, post: 6841073, member: 31754"] One thing I am finding is that spells are very precious in this version. I'm used to 3.x/Pathfinder where by this level the casters were putting up day long buffs and dropping scouting and movement spells all over the place. The wizard and cleric only have 17 spells for the day. With 7 encounters that is 2 spells per encounter, maybe 3. I'm not sure what spell there even is that can speed up travel. Teleportation Circle is 5th level and only goes to pre-set locations and Teleportation is 7th level, which they only have 1 casting of. Fly only lasts 10 minutes and requires concentration. To get the entire party to fly would take a 7th level slot. It used to be a staple spell, now it is barely worth preparing. Is there a good travel spell (or other ability) that I'm missing? Myrkyn did say it was an old dracolich lair, but he also emphasized that the dracolich should be gone. And he was. There were just some squatters there instead. I am absolutely not complaining though. I'm in the camp that 7-8 medium/hard encounters can challenge any party, no matter how optimized. It seems the main problem with challenging a high level party is having them run away when the going gets tough. My mage has Plane Shift prepared. They can get out of there just about any time. Except for the fact that they don't want the multi-verse to be destroyed. [/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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