1/11/2024 0 Comments Curse of strahd helm of brilliance![]() ![]() So I get that it's challenge - how are you going to implement "cerics can ask your god to intervene and change reality" but Throne of Bhall managed to implement Wish in a way that was fun. Or have some devil lord set a trap so that anyone who plane shifts get put into his dungeons. The 3rd ed module "Return to the Tomb of Horrors" was designed so if you cast Astral spell you were surrounded by Astral demons. If you don't mages to plane shift make areas where plane shifting can't happen. On the high levels spells it will be design challenge, yes, but a fun one. While 5th ed has done the best as making early level caster play fun, lots of playing a caster from 1st edition on is waiting for the ability to cast those game changing spells. I realize that the context of the debate is "what can this small studio do"? But as someone who always plays caster classes I don't see casters coming into their own at high levels as a problem. These are spells that could impose some real problems when designing encounters. If we add 7th lvl spells (lvl 13), that alone will give us access to Conjure Celestial, Forcecage, Ressurection, Plane Shift, Teleport, Simalacrum and Symbol, as well as a few others, just in the Basic Rules. Which is hard enough in Solasta as it is and we have only the most basic spell selection available. This means you somehow have to make content that is possible for martials to be relevant in without being dependent on casters, while also making it hard enough so that casters don't trivialize things. You can do without, but that's usually only possible by knowing what's coming ahead of time and you have to get very lucky on your saving throws.Īfter a certain point, martial classes just kinda stop scaling efficiency, while casters skyrocket ahead. BG2 is very clearly designed with the idea that " you'll need casters, suck it up" in mind. If you've played some areas in BG2 with support casters (like Aerie, Viconia, Jan and Haer'Dalis) versus not having them, you'll know how big a difference that makes. There's nothing inherently wrong with high levels, but there is a cost to making it and the D&D system doesn't make it easy on the designer. That requires a lot of design space, since every ability has to be coded to work. Even then, BG2 normally has a 3mil exp characters in 2e. Which is part of the problem of high level play.īaldur's Gate 1&2 is a very particular story, using an old system that is not directly comparable to 5e. I get the impression most adventure bosses are easy at the recommended level. Now imagine designing encounters for characters to instead go into Ravenloft like this:Ī common complaint about Curse of Strahd is Strahd is too easy. He regenerates HP, summons helpers, teleports, has lair actions and spellcasting, can shapeshift. This is the monster stat block for an enemy meant to be a challenge for a party at lvl 10, according to the recommendations of the published adventure. ![]() Strahd von Zarovich - Monsters - D&D Beyond () They left demigods in the dust levels ago and are now beating up six Supreme Beings before breakfast. ![]() The trouble is, Baldur's Gate 2 used 2nd edition rules, and a 15th level 5e character is more like a 30th level 2nd edition character. I have always liked high level play and I'll never apologize for loving my Baldur's Gate 2 demigodĪn adventure that starts by rummaging through goblin underpants hoping to find a copper and ends with a character that has become a power in the multiverse is just fun. ![]()
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