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General Tabletop Discussion
*TTRPGs General
The nature of High/Low Magic
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<blockquote data-quote="LostSoul" data-source="post: 1571100" data-attributes="member: 386"><p>There are still a few things you could do to make life suck for high-level characters. You can take away their magic items, spellbooks, and their connection to the divine. You can make the setting more and more hostile as the PCs advance in power - at fifth level, they are more or less nobodies in the eyes of the guys who hold the real power. Once they start to break into higher levels, the lich-king of Doom might sit up and take notice. You can set things up so that once the PCs have access to certain spells, that's when they really need them. For example, once they gain access to interdimensional resting places, they should use these places like they used the inn back when they were 1st level. The typical roadside inn, however, is now bloody dangerous.</p><p></p><p></p><p></p><p>Yeah. There's a lot to the rule set that an experienced DM or Player could use to really mess with a novice. I know now that you really should ward yourself from Divinations in general and Scrying in particular, but back in the early days of 3e, I didn't give it much thought.</p><p></p><p>Anyways. As my game crept up in level I decided to wait for the Players to make the first move. They were the first to use area of effect spells, the Fly & Improved Invisibility combo, and save-or-die spells. Sooner or later (if we keep playing, that is), I'm sure they'll spring the Scry-Buff-Teleport routine. That's okay. I hold back on those tactics until the Players have used them, and then it's open season.</p><p></p><p>I used to think about D&D too much and my brain melted. So now I think you have to deal with the setting, alter the rules to fit the tone you want, and play whatever half-breed mishmash of rules that you end up with.</p><p></p><p>If it matters to anyone, I see D&D at higher levels as a Superhero game, instead of your typical fantasy stuff.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 1571100, member: 386"] There are still a few things you could do to make life suck for high-level characters. You can take away their magic items, spellbooks, and their connection to the divine. You can make the setting more and more hostile as the PCs advance in power - at fifth level, they are more or less nobodies in the eyes of the guys who hold the real power. Once they start to break into higher levels, the lich-king of Doom might sit up and take notice. You can set things up so that once the PCs have access to certain spells, that's when they really need them. For example, once they gain access to interdimensional resting places, they should use these places like they used the inn back when they were 1st level. The typical roadside inn, however, is now bloody dangerous. Yeah. There's a lot to the rule set that an experienced DM or Player could use to really mess with a novice. I know now that you really should ward yourself from Divinations in general and Scrying in particular, but back in the early days of 3e, I didn't give it much thought. Anyways. As my game crept up in level I decided to wait for the Players to make the first move. They were the first to use area of effect spells, the Fly & Improved Invisibility combo, and save-or-die spells. Sooner or later (if we keep playing, that is), I'm sure they'll spring the Scry-Buff-Teleport routine. That's okay. I hold back on those tactics until the Players have used them, and then it's open season. I used to think about D&D too much and my brain melted. So now I think you have to deal with the setting, alter the rules to fit the tone you want, and play whatever half-breed mishmash of rules that you end up with. If it matters to anyone, I see D&D at higher levels as a Superhero game, instead of your typical fantasy stuff. [/QUOTE]
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