Deciding to play a campaign until level 20 is a bit like deciding to deep-clean your entire house over the weekend. I don't doubt the intention is there, but in practice you might realize you need more time than one weekend or something comes up that's more important or the friends who said they'd help have to bail. It's certainly ok to decide you want to do this, but there's nothing wrong with evaluating whether it's really worth it or even feasible when you're only halfway there (you'll have a much better idea of whether you really want to do this and of how to go about such a campaign after playing 10-15 levels too) and success isn't entirely up to your willingness alone. And it's not like you're going to plan out everything up to lvl 20 and the grand finale in detail first anyway. Do the work that needs to be done, give it your best and see where you end up.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
So far everyone has been talking about using Homebrew to challenge your party. What is the difference of sending a ancient dragon or a tarrasque to attack your party compared to a homebrew monsters. I had the understanding that those creatures were meant to be incredible challenging. Am not understanding some sort of mechanic?
You can always simply Add More, rather than resort to homebrew. Challenging the PCs doesn't have to be an issue regardless. In my case (likely different for many tables) though, tier 4 games aren't really about tracking down and defeating whatever big baddy wants to square off. By that level the PCs are movers and shakers who can mobilize armies, run small countries or lead world-spanning organisations - what I put them up against are similar powers, not the biggest monster I can find in the MM or create myself. And those kinds of antagonists are homebrew pretty much by default.
I’m with you on this - level 20 at my table is at the stage where your PCs are controlling large fiefdoms, head of an entire network of thieves guilds, starting their own secretive death cults, commanding entire kingdoms of armies.
This is what makes dnd exciting for me - they aren’t the same “let’s find a dungeon and explore it!” anymore… they’ve seen entire dungeons simply with familiars, scrying and arcane eyes, they’ve overthrown despotic rulers and ancient dragons, etc
I love the transition from 10-20. Larger threats, more politics, more people dependent on you, more subterfuge by denizens of other planes, etc.
I don’t do simple dungeons at that point - especially ones that are just “oh look a random dungeon!”-style dungeons. The PCs might find their businesses are being subjugated by an unknown guild and they have to find traitors in their midst, a frost giant army is amassing allies for war and the PCs need to convince other baddies not to join them… you get the idea.
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Deciding to play a campaign until level 20 is a bit like deciding to deep-clean your entire house over the weekend. I don't doubt the intention is there, but in practice you might realize you need more time than one weekend or something comes up that's more important or the friends who said they'd help have to bail. It's certainly ok to decide you want to do this, but there's nothing wrong with evaluating whether it's really worth it or even feasible when you're only halfway there (you'll have a much better idea of whether you really want to do this and of how to go about such a campaign after playing 10-15 levels too) and success isn't entirely up to your willingness alone. And it's not like you're going to plan out everything up to lvl 20 and the grand finale in detail first anyway. Do the work that needs to be done, give it your best and see where you end up.
Want to start playing but don't have anyone to play with? You can try these options: [link].
I’m with you on this - level 20 at my table is at the stage where your PCs are controlling large fiefdoms, head of an entire network of thieves guilds, starting their own secretive death cults, commanding entire kingdoms of armies.
This is what makes dnd exciting for me - they aren’t the same “let’s find a dungeon and explore it!” anymore… they’ve seen entire dungeons simply with familiars, scrying and arcane eyes, they’ve overthrown despotic rulers and ancient dragons, etc
I love the transition from 10-20. Larger threats, more politics, more people dependent on you, more subterfuge by denizens of other planes, etc.
I don’t do simple dungeons at that point - especially ones that are just “oh look a random dungeon!”-style dungeons. The PCs might find their businesses are being subjugated by an unknown guild and they have to find traitors in their midst, a frost giant army is amassing allies for war and the PCs need to convince other baddies not to join them… you get the idea.