D&D 5E Top Three Tips for 5e at 9th Level

It is confusing. It is a bit like saying, "I've been driving a car for 30 years. I've driven a number of different cars. I don't need people to tell me how to drive a car. However, can someone explain how you back up a car?"

In this context, it is more like: "I know how to drive. I have been driving for a long time. But I have never driven a massive pickup truck (or super fast sports car, or whatever) before. Any tips before I get behind the wheel?"

9th level versus 5th level is mostly similar... things really change the most at the tier marks (5, 11, 17). Yes, you get some new character abilities, some new spells, but they're all still formulaic with existing spells you've seen at 5th level. The differences between a 5th and 9th level PC isn't that much different than comparing two different 5th levels PCs.

If I'd run dozens of 5th level adventures at cons and was now planning to run a 9th level adventure for a different group of players, I'd just reuse the 5th level adventures and bump up the monsters.

None of this sounds remotely accurate to me, having played characters of both levels. There's nothing equivalent of Wall of Force or Teleportation Circle available to 5th level PCs and many class features unlock at those levels that change the way the game plays. Adding hit points and to hit bonuses and increased damage to lower level enemies doesn't really adjust for the PC capabilities, either.

But, hey, you do you. I was asking for advice. If you don't have any for me that's fine. I just don't know why you felt the need to tell me I was wrong for asking for it.
 

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I think what some folks are saying, without using those words is: if you have experience with 3.5 (and other older versions), then your experience will carry over perfectly for 5e. After all, the "power jump" in getting Wall of Force and Teleport are exactly the same in 5e as they were in 3.5, since they are exactly the same spells, coming in at exactly the same level. So you have nothing new to learn or worry about in terms of power creep going from 5 to 9 that you haven't seen before.
 

Compared to 3e/PF 5>9, the main difference in 5e is the shallower power gradient. 3 item Attunement Limit may become significant; the single Concentration spell limit certainly will be for casters. 9th level PCs are more robust and do more damage, but most PCs can still be hit by challenge-1 monsters; numbers of weak creatures are still a threat, and a horde of Challenge 5 creatures very dangerous.
 

The thing that worked for me was the following.

During adventure creation I was faced with a dilemma. Was this section of the adventure... too metal? Should I dial it back?

My advice when you’re faced with that question while making 9+level adventures is:
Add more metal.

The heroes can probably handle it.

Edit: if this is for a con then you might want to ignore my advice. But usually... more metal.
 
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Due to the length of the combat at this level, combat should be meaningful (push story forward).
Random Encounters should be hand-waved, i.e. just narrate and reduce character resources or provide further complications.

Ramp up the level of interesting combat - Waves, Conditions, Terrain obstacles, Weather effects, Intelligent foes, Interesting Combat tactics, Better Equipped Opponents. Have them Dodge, Disarm, Shove/Grapple, Interact with the Environment, Perform surprising actions (grab arrow quiver, sunder weapons, throw furniture, snatch clerical holy symbol).
Also large+ creatures on misses change up the environment - dragons set things on fire or make areas slippery (ice), giants create difficult terrain...etc
Have fun with creative Legendary Actions, Lair Actions, Environmental Actions.

My other point would have been the importance of money, but @CleverNickName covered that I think.
 

The thing that worked for me was the following.

During adventure creation I was faced with a dilemma. Was this section of the adventure... too metal? Should I dial it back?

My advice when you’re faced with that question while making 9+level adventures is:
Add more metal.

The heroes can probably handle it.

Edit: if this is for a con then you might want to ignore my advice. But usually... more metal.

Metal?

BUGBEARS BLEEDING IN THE DEAD OF NIGHT!

AND THE HOBGOBLIN HANDS ARE CUTTING OUT THE LIGHTS!

AOAOOAOAOAOAAHHAHAHAHHAHAHAHHAHA

YOU SUCK MY SOUL OF LIFE

AOAOOAOAOOAAHHAHAHAHHAHHAHAHAHHA

YOU SUCK MY SOUL OF LIFE!

WDIUDWHDUWJUHSjuihao0isjuoi!

Yes, add more metal.
 


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