| Killing vampires... not as exciting as it used to be. |
Running a long-term D&D campaign feels analogous to raising a St. Bernard, or perhaps a bear cub. When I started my current game, almost three years ago, my players’ characters were level 3 -robust enough to have a chance against a pack of wolves, but still be anxious about a toe-to-toe incident with the town militia or a group of bandits. They were rambunctious and cuddly, like a puppy or bear cub.
Cut to today, my game’s PCs are level 10. In terms of their power level, they are now like young adult bears, able to tear their way into cars and campsites and afraid of very little aside from bigger bears. As a real-world human comparison, they are now similar to a group of Navy SEALs. In short, it’s getting harder and harder to provide a reasonable challenge, especially when it comes to encounters with other in-game characters (as opposed to monsters).
According to the stat blocks laid out in various D&D rulebooks, most civilized organizations, whether they are law enforcement or criminal in nature, wouldn’t stand a chance against my PCs. The average city guard is between level 1 and level 4, essentially similar to a rent-a-cop, and even a watch captain, or head of a theive’s guild has to stretch to meet the PCs’ power level.
I have been wrestling with the challenge of keeping human encounters interesting and challenging for my players, while maintaining a degree of realism to the power dynamics in my world. So far, I have identified a couple of approaches I can take:
Any thoughts, tried and true techniques or other advice on the subject from my gaming friends?
Cut to today, my game’s PCs are level 10. In terms of their power level, they are now like young adult bears, able to tear their way into cars and campsites and afraid of very little aside from bigger bears. As a real-world human comparison, they are now similar to a group of Navy SEALs. In short, it’s getting harder and harder to provide a reasonable challenge, especially when it comes to encounters with other in-game characters (as opposed to monsters).
According to the stat blocks laid out in various D&D rulebooks, most civilized organizations, whether they are law enforcement or criminal in nature, wouldn’t stand a chance against my PCs. The average city guard is between level 1 and level 4, essentially similar to a rent-a-cop, and even a watch captain, or head of a theive’s guild has to stretch to meet the PCs’ power level.
I have been wrestling with the challenge of keeping human encounters interesting and challenging for my players, while maintaining a degree of realism to the power dynamics in my world. So far, I have identified a couple of approaches I can take:
- Boost the power levels of NPC organizations to make them a challenge. While this can keep fights and interactions statistically interesting, it has a number of issues. If the king and his guards are so badass, why don’t they do their own dirty work? Why is an uber-powerful thiefmaster running a smuggling ring in some out of the way backwater?
- Leave the power levels alone and just pile on the numbers. How many level 1 soldiers does it take to reach a level 10 sorceress hurling fireballs in their face? Would they even try?
- Avoid human encounters where possible in favor of more powerful and exotic monster antagonists. Why have these super powerful monsters been hiding away until now instead of claiming their dominion over the weaklings of the region?
- Take the Spider-Man approach -With great power comes great responsibility. On the surface, this sounds like the best option, let the players be Navy SEALs, and face consequences if they open up with fireballs in the middle of a bar fight. Of course, if the authorities are two weak to actually enforce those consequences, this doesn’t really solve the problem.
Any thoughts, tried and true techniques or other advice on the subject from my gaming friends?