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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="Quickleaf" data-source="post: 7139591" data-attributes="member: 20323"><p>I do have a copy of the <em>DM's Option High Level Campaigns</em>. Honestly, I wasn't impressed by its tedious rules focus. And its treatment of "DM advice" is trite and un-specific to high level campaigns; for example Chapter 2's advice about "Don't Over Plan – Prepare" and "Creating Multiple Threats" and "All Failures Are Not Catastrophic" is equally valid regardless of what level the PCs are. It's stuff I've already been doing as a DM for a long time now.</p><p></p><p>What value did you find in the book, I wonder? </p><p></p><p></p><p></p><p>Totally agree with you about magic items. Players like getting loot. It's part of the power fantasy of D&D. Ain't nothing wrong with that.</p><p></p><p>I do agree that 5e's legendary monsters could use some work to make them more worthy challenges. I'm not sure what exactly it is they need yet, but my gut is telling me better defenses & ways to shake off action denial. Actually, I looked back through AD&D to find the origins of Legendary Monsters, and I found two versions: </p><p></p><p>One was in the <em>Planescape Monstrous Compendium Appendix 2</em>, <a href="http://www.enworld.org/forum/showthread.php?482422-Secret-Planescape-Origin-of-Legendary-Solo-Monsters" target="_blank">which I write about here</a>. The big thing for this version of legendary monsters is that they have mythical defenses (think: can't be hurt while his feet touch the ground).</p><p></p><p>The other was actually in the <em>DM's Option High Level Campaigns</em> book that [MENTION=6716779]Zardnaar[/MENTION] was suggesting, and frankly it's a letdown. You get advice to boost the monster's AC and HD, give it ability scores (back in AD&D they didn't necessarily have them), and then choose from an uninspired list of powers (e.g. Breath Weapon, Cause Disease, Crush, Wounding) that are very easily equated to trait/actions in the 5e MM. And that's it.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7139591, member: 20323"] I do have a copy of the [I]DM's Option High Level Campaigns[/I]. Honestly, I wasn't impressed by its tedious rules focus. And its treatment of "DM advice" is trite and un-specific to high level campaigns; for example Chapter 2's advice about "Don't Over Plan – Prepare" and "Creating Multiple Threats" and "All Failures Are Not Catastrophic" is equally valid regardless of what level the PCs are. It's stuff I've already been doing as a DM for a long time now. What value did you find in the book, I wonder? Totally agree with you about magic items. Players like getting loot. It's part of the power fantasy of D&D. Ain't nothing wrong with that. I do agree that 5e's legendary monsters could use some work to make them more worthy challenges. I'm not sure what exactly it is they need yet, but my gut is telling me better defenses & ways to shake off action denial. Actually, I looked back through AD&D to find the origins of Legendary Monsters, and I found two versions: One was in the [I]Planescape Monstrous Compendium Appendix 2[/I], [url=http://www.enworld.org/forum/showthread.php?482422-Secret-Planescape-Origin-of-Legendary-Solo-Monsters]which I write about here[/url]. The big thing for this version of legendary monsters is that they have mythical defenses (think: can't be hurt while his feet touch the ground). The other was actually in the [I]DM's Option High Level Campaigns[/I] book that [MENTION=6716779]Zardnaar[/MENTION] was suggesting, and frankly it's a letdown. You get advice to boost the monster's AC and HD, give it ability scores (back in AD&D they didn't necessarily have them), and then choose from an uninspired list of powers (e.g. Breath Weapon, Cause Disease, Crush, Wounding) that are very easily equated to trait/actions in the 5e MM. And that's it. [/QUOTE]
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