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General Tabletop Discussion
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Thoughts On How To Do High Level Adventures.
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<blockquote data-quote="Shiroiken" data-source="post: 7139495" data-attributes="member: 6775477"><p>High level play has always been tricky. I've ran a high level 1E game (finally stopped at about level 30 where I set up an epic for the PCs to become Immortals), and had some problems, but a lot of those were due to the fact that we were in high school (i.e. not really mature and experienced enough). I played in a moderately high level 2E FR game (went to about level 14-15) and had a few problems, even with an experienced DM. 3E generally fell apart after level 12, as I witnessed four campaigns fly off the rails once level 13 was reached. I played in a high level 4E game, and it didn't have many more problems than lower levels (other than the fact that it FELT the exact same as lower levels), so this was probably the best edition IME for higher level play. </p><p></p><p>I just finished a campaign that ended at level 17 (well, 18 after the final adventure), and I didn't have too many problems. The biggest problem I had was the sharpshooter fighter, who was made worse by the magic bow I game him (Radiant Bow, +2 Attack and Damage, deals 2d6+Dex modifier Radiant damage per hit), but it wasn't really that bad. The next biggest problem was Teleportation, but that wasn't a problem for the last few levels because they were in the Underoerth (Underdark) and the Abyss, where Teleportation was risky. The barbarian and paladin using great weapon master were dealing out huge amounts of melee damage, as the sorceress was dropping fireballs like they were candy, but I never felt that the combats were meaningless (FYI, I ignore the encounter building guidelines as a rule). </p><p></p><p>I think that the guidelines in the OP can work to make things manageable, but I know that high level play requires the DM to plan around what the party can (and can't) do. This makes high level published adventures harder to do, since it can't really assume the proper power level of the party.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7139495, member: 6775477"] High level play has always been tricky. I've ran a high level 1E game (finally stopped at about level 30 where I set up an epic for the PCs to become Immortals), and had some problems, but a lot of those were due to the fact that we were in high school (i.e. not really mature and experienced enough). I played in a moderately high level 2E FR game (went to about level 14-15) and had a few problems, even with an experienced DM. 3E generally fell apart after level 12, as I witnessed four campaigns fly off the rails once level 13 was reached. I played in a high level 4E game, and it didn't have many more problems than lower levels (other than the fact that it FELT the exact same as lower levels), so this was probably the best edition IME for higher level play. I just finished a campaign that ended at level 17 (well, 18 after the final adventure), and I didn't have too many problems. The biggest problem I had was the sharpshooter fighter, who was made worse by the magic bow I game him (Radiant Bow, +2 Attack and Damage, deals 2d6+Dex modifier Radiant damage per hit), but it wasn't really that bad. The next biggest problem was Teleportation, but that wasn't a problem for the last few levels because they were in the Underoerth (Underdark) and the Abyss, where Teleportation was risky. The barbarian and paladin using great weapon master were dealing out huge amounts of melee damage, as the sorceress was dropping fireballs like they were candy, but I never felt that the combats were meaningless (FYI, I ignore the encounter building guidelines as a rule). I think that the guidelines in the OP can work to make things manageable, but I know that high level play requires the DM to plan around what the party can (and can't) do. This makes high level published adventures harder to do, since it can't really assume the proper power level of the party. [/QUOTE]
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