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What Spells give the DM the most headache...
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<blockquote data-quote="Hjorimir" data-source="post: 1438233" data-attributes="member: 5745"><p>I think one has to change their mindset to DM a high-level game. The biggest hurtle, IMO, is that distance is no longer a factor. The second is that players will use those divinations. You could look at just those two factors and, if you plan accordingly, the lion's share of your headaches go away.</p><p></p><p>I haven't read all the high-level story hours (though I have my sights on starting Wizardu's soon), but Sepulchrave's has really defined epic play for me. Regardless of the awesome power his players hold they are still very challenged with the things they deal with. It certainly doesn't involve dungeon crawling though.</p><p></p><p>As I typed that last sentence it kind of dawns on me what some DMs (note: I did not say lesser or weaker DMs) may see as the issue of high-power spells - the removal of dungeons as the de facto adventure site. Spells can bore right through a dungeon's defenses and place the PCs right at the end (though in my last game my players tried this and ended up using a Rod of Security to escape almost certain death, but I digress).</p><p></p><p>I tend to look at all adventures as dungeons. That is, a dungeon map is nothing but a flowchart of encounters (I don't know where I read that originally, but I have since found that to be a truism) and that same flowchart can be applied to any adventure: If-then-or-and, etc. You can even draw those adventures out on a 'map' that shows the flow of events that lead to subsequent encounters based on actions the players took.</p></blockquote><p></p>
[QUOTE="Hjorimir, post: 1438233, member: 5745"] I think one has to change their mindset to DM a high-level game. The biggest hurtle, IMO, is that distance is no longer a factor. The second is that players will use those divinations. You could look at just those two factors and, if you plan accordingly, the lion's share of your headaches go away. I haven't read all the high-level story hours (though I have my sights on starting Wizardu's soon), but Sepulchrave's has really defined epic play for me. Regardless of the awesome power his players hold they are still very challenged with the things they deal with. It certainly doesn't involve dungeon crawling though. As I typed that last sentence it kind of dawns on me what some DMs (note: I did not say lesser or weaker DMs) may see as the issue of high-power spells - the removal of dungeons as the de facto adventure site. Spells can bore right through a dungeon's defenses and place the PCs right at the end (though in my last game my players tried this and ended up using a Rod of Security to escape almost certain death, but I digress). I tend to look at all adventures as dungeons. That is, a dungeon map is nothing but a flowchart of encounters (I don't know where I read that originally, but I have since found that to be a truism) and that same flowchart can be applied to any adventure: If-then-or-and, etc. You can even draw those adventures out on a 'map' that shows the flow of events that lead to subsequent encounters based on actions the players took. [/QUOTE]
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