Hope I’m right here with this, sorry if the question is too specific for this community.

Our long-term D&D campaign has reached PC level 17. Now’s the time for implementing mechanics that fasten up combat (we all don’t like how long it takes), as well as addressing spells that the GM (me) fears to be game-breaking (mostly 9th level spells, full list below).

Sooo… I’d be thankful for any helpful suggestions. My current ideas for the combat aspect include shock damage, Instinct and Morale checks from Worlds Without Number, but those probably don’t suffice yet. And I’m having trouble conveying to the spellcasters that toning down some spells is necessary in order to maintain a functional game that doesn’t tear apart hours of preparation every session. Feel free to point out any potential counter-arguments to my view on that as well.

I’m really determined to keep this game running. Thank you all so much in advance!

List of spells that require revision or more exact definition (in my opinion): Wish, Meteor Swarm, Invulnerability, Gate, True Polymorph, Leomund’s Tiny Hut, Rope Trick

  • Aegeus@ttrpg.networkOP
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    9 months ago

    Did one of your spellcasters know the Gate spell? If so, what stopped the PCs from pulling the BBEG out of their lair and beating them up from the comfort of their homes? I’m having trouble coming up with challenges that don’t actively oppose the abilities of high-level PCs. Just saying ‘no’ and refusing to let a spell take normal effect would very likely seem unfair, no matter how logical the in-game explanation might seem.

    • corcaroli@ttrpg.network
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      9 months ago

      Our Sorcerer knew Wish, but the player knew better than to try something like wishing to get to the lowest level of Hell, because on the meta level they wanted to play through this adventure, not to cheese.