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General Tabletop Discussion
*Pathfinder & Starfinder
What to Expect at Higher Levels
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<blockquote data-quote="Sekhmet" data-source="post: 5626187" data-attributes="member: 97602"><p>When my groups get above 10th level, but prior to 15th, the game becomes harder to manage. It's about the level where some monsters really start to shine in comparison to their CR, and some monsters become almost trivial. It's the level where a lot of player character class features start defining themselves, but aren't enough to make them game breaking in their very nature.</p><p></p><p> Once people start to get to 15, the difficulty changes slightly. Either the monsters I want to use have so much damage reduction/so many abilities that only the party casters can effect them or they're so simple the party fighter can do the entire encounter on his own without fear of getting hit.</p><p></p><p> AC comes into play when you consider magical gear. You can have, with just a few books, armor bonuses, two different stat bonuses, dodge bonuses, deflection bonuses, divine/profane bonuses, luck bonuses and untyped bonuses. I've seen level 10-20 characters with over 50AC, others with higher than 40 TOUCH AC. </p><p> Simply put, if you build for armor - you can make yourself almost unhittable by conventional means.</p><p></p><p> You'll notice at higher levels that spell casters absolutely dominate the field in all respects, and you'll also notice that dealing outright damage becomes less important than disabling. If an enemy has hundreds of hitpoints, it's easier to keep them tripped or grappled and allow your allies to actually deal the damage than it is to hurt them yourself while they're tearing into you and your's.</p></blockquote><p></p>
[QUOTE="Sekhmet, post: 5626187, member: 97602"] When my groups get above 10th level, but prior to 15th, the game becomes harder to manage. It's about the level where some monsters really start to shine in comparison to their CR, and some monsters become almost trivial. It's the level where a lot of player character class features start defining themselves, but aren't enough to make them game breaking in their very nature. Once people start to get to 15, the difficulty changes slightly. Either the monsters I want to use have so much damage reduction/so many abilities that only the party casters can effect them or they're so simple the party fighter can do the entire encounter on his own without fear of getting hit. AC comes into play when you consider magical gear. You can have, with just a few books, armor bonuses, two different stat bonuses, dodge bonuses, deflection bonuses, divine/profane bonuses, luck bonuses and untyped bonuses. I've seen level 10-20 characters with over 50AC, others with higher than 40 TOUCH AC. Simply put, if you build for armor - you can make yourself almost unhittable by conventional means. You'll notice at higher levels that spell casters absolutely dominate the field in all respects, and you'll also notice that dealing outright damage becomes less important than disabling. If an enemy has hundreds of hitpoints, it's easier to keep them tripped or grappled and allow your allies to actually deal the damage than it is to hurt them yourself while they're tearing into you and your's. [/QUOTE]
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What to Expect at Higher Levels
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