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General Tabletop Discussion
*Dungeons & Dragons
The challenges of high level adventure design.
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<blockquote data-quote="Quickleaf" data-source="post: 8932795" data-attributes="member: 20323"><p>[USER=467]@Reynard[/USER] I was thinking a bit more about what distinguishes high-level D&D adventures (you gave 15th+ level as an example), and that's around when more of the "spells with consequences" – resurrection, contact other plane, teleport (errors) – become available.</p><p></p><p>An interesting design choice for a high-level adventure might be to assume the party is involved in casting one of these spells towards the beginning, and then dealing with the fallout. For example, the Bard or Cleric resurrecting a NPC who has been dead for 50 years and then the Bard or Cleric having to go the rest of the adventure without being able to cast spells & disadvantage.</p><p></p><p>Obviously, it would need to be handled with more nuance – give the impacted PC some narratively cool "carrot", not just "stick" & make the NPC meaningful – but these spells are one of the rare instances in D&D where "spells with consequences" still exists. And that looks like both a design opportunity to showcase a cool power, and introduce a unique type of challenge into a high-level adventure.</p><p></p><p>There's flaws with this approach: needs to have a certain class represented in the party, could be seen as too punishing by some groups, is more of a spice to add on rare occasion rather than a design feature to consistently rely upon – but I think those are surmountable, and there may be something to the idea.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8932795, member: 20323"] [USER=467]@Reynard[/USER] I was thinking a bit more about what distinguishes high-level D&D adventures (you gave 15th+ level as an example), and that's around when more of the "spells with consequences" – resurrection, contact other plane, teleport (errors) – become available. An interesting design choice for a high-level adventure might be to assume the party is involved in casting one of these spells towards the beginning, and then dealing with the fallout. For example, the Bard or Cleric resurrecting a NPC who has been dead for 50 years and then the Bard or Cleric having to go the rest of the adventure without being able to cast spells & disadvantage. Obviously, it would need to be handled with more nuance – give the impacted PC some narratively cool "carrot", not just "stick" & make the NPC meaningful – but these spells are one of the rare instances in D&D where "spells with consequences" still exists. And that looks like both a design opportunity to showcase a cool power, and introduce a unique type of challenge into a high-level adventure. There's flaws with this approach: needs to have a certain class represented in the party, could be seen as too punishing by some groups, is more of a spice to add on rare occasion rather than a design feature to consistently rely upon – but I think those are surmountable, and there may be something to the idea. [/QUOTE]
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