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General Tabletop Discussion
*Dungeons & Dragons
The challenges of high level adventure design.
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<blockquote data-quote="Shiroiken" data-source="post: 8929792" data-attributes="member: 6775477"><p>Teleportation is a common complaint about high level campaigns. The solution is to either utilize it, having the characters teleport directly/nearly to the site of the actual adventure (bypassing unnecessary travel encounters), or deny it by having the site be unknown, where the characters have to follow a trail. Once on site teleportation becomes less of an issue, but it can still be used to bypass locked doors and other obstacles, at significant risk.</p><p></p><p>Divination can be problematic as well. The ideal solution is to have suggestions for the most probable queries, and accepting that divination needs more flexibility than is often given. The adventure could have 3-4 different divination results for broad categories, one of which should fit the answer for most questions. Those that don't precisely fit get one of them instead, with the indication that they're asking the wrong questions.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8929792, member: 6775477"] Teleportation is a common complaint about high level campaigns. The solution is to either utilize it, having the characters teleport directly/nearly to the site of the actual adventure (bypassing unnecessary travel encounters), or deny it by having the site be unknown, where the characters have to follow a trail. Once on site teleportation becomes less of an issue, but it can still be used to bypass locked doors and other obstacles, at significant risk. Divination can be problematic as well. The ideal solution is to have suggestions for the most probable queries, and accepting that divination needs more flexibility than is often given. The adventure could have 3-4 different divination results for broad categories, one of which should fit the answer for most questions. Those that don't precisely fit get one of them instead, with the indication that they're asking the wrong questions. [/QUOTE]
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The challenges of high level adventure design.
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