Hussar said:
using CR 3 mooks against 15th level PC's was a bad idea.
Yeah, that's not a problem of high-level play. I don't know whether it's a problem at all: Sometimes, there are mooks like that in front of high-level characters. The party will mop the floor with them, and they're supposed to mop the floor with them.
It's a nice thing to do, from time to time, it's like saying: "Hey guys, remember those critters from way back who gave you such a headache? Here they are again, now it's your payback time." Show them how far they came not just with larger numbers after "Level", but by letting them blast away stuff they fought before - but this time, it's no problem at all.
People bring up the bugaboo of scry/buff/teleport all the time, but, it's one of those internet memes like how 3e is like a video game. It looks good on paper but sees almost no use in actual play.
Never encountered it, either.
The reason that these things are theoretically possible doesn't mean that the players have to use them. Just have a little chat early on: "Hey guys, we want this to be fun, so why don't we agree that noone will use a blind kobold, a bucket of snails, or scry/buff/teleport for everything?"
Raven Crowking said:
So, you spent "10 minutes" fixing the problems for your group. And, I would certainly argue that you are an above-average DM.
How long do you think the "average DM" is going to have to spend?
I just want to say again that the problem in question is not a problem that has to do with high level games. It has to do with bad design.
If you have a module (or self-written adventure) that doesn't pit 15th-level characters against 3rd-level enemies, the problem will not appear, and the average DM will spend no time at all fixing it.
Hussar said:
Essentially, I got caught not doing my prep. In a high level game, you can't do that. At low levels, you can wing it and have a pretty decent chance of getting it right. High level doesn't have that flexibility. There are just too many variables.
It surely is hard. But you surely can "semi-wing" it: Get some NPC stats (make them up yourself, get them from rulebooks, supplements, modules, whatever, or just from the internet - there's wikis and all that for NPCs) and wing the story. Now, you basically let them do what they want, and when they run into challenges, you get an appropriate NPC from your library, change some details (this will be mainly flavour) to make him fit, and fire away.
Say, they have 3 possible ways to get some item: 1: Storming the castle and take it, 2: sneaking in and steal it, and 3: luring the guy who has it out of his castle and rob him.
If they do 1:, they'll have to face some guards and other protectors, including the guy's bodyguard (our NPC)
In 2:, they have to find a way in, get past traps and secret doors, and sneak past people. They might run into our NPC as he guards his master's personal chambers, and either fight or distract him.
In 3:, the bauble's owner will be guarded by his bodyguard (our NPC)
In fact I found that, without railroading, a semi-flexible approach is required most of the time. The players have lots of ways to deal with problems, and you can't possibly think of all of them! So you have to "cheat". They might have free rein in their methods, but the fights are more or less "rail-roaded" (i.e. they will always face opponent X - but one time it's Evil Harry Dread the Darklord, another time a mercenary leader, and another time the Eternal Guardian of the Most Holy McGuffin)