D&D 5E Thoughts On How To Do High Level Adventures.

transtemporal

Explorer
I mostly agree Zardnaar. The other thing about high level adventuring is that you can't assume PCs are travelling by land, or blocked by mountain ranges/abysses or tie important infodump encounters to landbased encounters, because they might bypass them by flying or teleporting.

A few things like Power Word Kill are still in the game though.

I've been mulling over Power Word Kill as a monster ability recently. I don't mind it as a player ability but I think its a bad design for monsters because theres no drama to it, no build up, no jeopardy, the player just dies. I'm not sure whether that unequivocalness is fun or not.
 

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Zardnaar

Legend
I mostly agree Zardnaar. The other thing about high level adventuring is that you can't assume PCs are travelling by land, or blocked by mountain ranges/abysses or tie important infodump encounters to landbased encounters, because they might bypass them by flying or teleporting.



I've been mulling over Power Word Kill as a monster ability recently. I don't mind it as a player ability but I think its a bad design for monsters because theres no drama to it, no build up, no jeopardy, the player just dies. I'm not sure whether that unequivocalness is fun or not.

1. High level PCs have more than 100 hit points.
2. Don't be afraid to kill the PCs. Death has never been career ending in D&D, in 5E its more inconvenient at higher levels.
 


Sadras

Legend
For a "too big to miss" attack I'd think DEX save for half (or nil) handles it fine.

Edit: For other stuff I use a Defence Class - 8 + Prof + DEX - which works like a touch AC.
Use sparingly though!


Agree your Save is a better solution, and the defense works nicely too :)
 

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