Data from D&D Beyond suggests that 90% of Dungeons & Dragons games stop by level 10. That means players are missing out because at high levels D&D can prove the most fun of all. Sure, in older editions when characters rose above level 10, the math of the game crumbled. Also back then, everyone playing alongside a high-level wizard started feeling like Jimmy Olsen alongside Superman. But fifth edition solves the linear-fighter/exponential-wizard problem and the math mostly holds up, so dive into high-level play. The game plays (mostly) fine.
I wrote “mostly” because high-level games pose unique challenges. Don’t expect much help from the game’s designers. They focus on the low levels that dominate actual play and on making the game welcoming for the new players driving the D&D’s growth. The designers figure those of us interested in high-level play have the smarts to make the game work. We can. Here’s how.
Trouble: Characters have abilities that erase obstacles
Low-level D&D challenges players with physical obstacles: dungeon walls and doors, chasms, towers, and portcullises. As characters grow in level, they gain abilities that surmount all those deterrents. Dungeon masters lose all the barriers that can test players and channel characters through adventures. High-level characters can bypass other obstacles too. A suggestion spell makes a hostile witness tell all. A scrying spell reveals the location of captives. Teleport takes you directly to their location. Even the dead may tell their tales.
How can a DM cope?
Sometimes DMs and adventure designers resort to blocking troublesome abilities. During a recent weekend of D&D, two of the three published, high-level adventures that I played nullified teleportation.
As a way to vary challenges and encourage new, ingenious solutions, you can block characters’ powers, but I suggest avoiding that technique. Instead, as a DM who is a fan of the characters, embrace their power and savor the freedom it gives you. As DM for a high-level group, you can invent nearly insurmountable obstacles, traps that verge on the unfair, and heap complications on the characters without sparing a moment worrying the that the party will become stuck or overmatched. High-level characters bring answers for every situation and players relish chances to use those powerful capabilities. High-level D&D offers an invitation to set your wicked imagination loose. You will love it.
Vary the challenges. Despite the fun of using super-powered abilities, players still enjoy obstacles that test their problem solving. High-level characters will find easy answers to some obstacles and foes, so if you want some hurtles to remain, look to vary the challenges.
This means that high-level adventures invite problems when all the monsters share a theme along with similar strengths and weaknesses. When I ran a high-level epic themed around a green dragon and its poison-spewing allies, the moment the party cast heroes’ feast and gained resistance to all poison, a 4-hour session turned into an overlong joke.
Recently, I created tier 4 encounter that started with a wave of iron golems, but iron golems suffer from a -5 Charisma modifier. A typical high-level spellcaster with a DC20-plus saving throw can cast a 8th-level banishment and clear a battlefield of 5 iron golems with a single spell that the golems have zero chance of resisting. For the next wave of foes I aimed for high Charisma and perhaps enough attacks to break concentration. Say hello to a pair of mariliths. If my approach seems unfair, remember that tier 4 parties have answers for everything. You can dare players to win and then feel confident they will. The players will solve the mariliths too, but with a different solution.
Players love an ingenious trick that wins an encounter, but they grow bored if the same method keeps working. If the same trick threatens to work more than once, consider improvising complications or devising a different sort of barrier. If the same trick could work a third time, you can invent reasons to nullify it. I’ll sign your permission slip.
Separate the keys to success. If you ever wonder why the Empire of Star Wars keeps building weapons with single Achilles heels, this advice should resonate. When you devise high-level adventures, divide the keys to victory.
Often the keys to solving an adventure include the identity and locations of the objects to retrieve, of the lairs to invade, and of the evil to smite. Typically, a lack of information rates as the only obstacle likely to block high-level adventurers from ending your adventure too soon. To protect a scenario’s challenge, protect the information.
- In investigations, assume every non-player character, living or dead, is an open book. This means that when you decide what NPCs know, make sure that no one has all the answers the players need to skip to the adventure’s end.
- Until the end of a scenario, make sure that persuading or killing a single non-player character can’t bring the party success in all their goals.
Expect players to skip to the end of locations. Top-level play can make dungeon crawls as toothless as flying makes pit traps. Characters bring too many ways to skip the walls, doors and traps. And 1-6 pit fiends hardly make sense as wandering monsters. For high levels, focus on smaller locations with one or two challenging encounters.
Next: Making High-Level D&D Click: Advice from Alan Patrick, the DM Who Has Run More Tier 4 Than Anyone








































