In my campaign my characters' (all level 5) guild is in a guild war with another guild in waterdeep. The opposing guild (the shadow guild) has managed to bribe Xanathar and his guild to aid the shadows. i am planning to have my characters bribe the xanathar to either withdraw or to flip his loyalty. The item i am going to give them is a demiplane key (think happy fun ball of tricks for you critters) which leads to a demiplane made up of x number of floating islands. Each island has its own theme. Dinosaur island, clockwork island, etc.
i also had an idea.....what if this demiplane causes changes of power. Each time the players change to a different island, they roll a d10. whatever they land on is their level on that island. Then once they return from the demiplane they go back to their original level.
The extreme downside of this is the flow of the game. waiting for characters to pick skills/spells/features. i can avoid this with pre-determined spell list / skill list for the players.
I don't intend to change the players HP, AC, or attributes. However with the higher spell slots i would think the players would want a higher spell DC. I can avoid this with just having a pre-determined DC for each level instead of changing attributes
another downside is that the party will be completely unbalanced. i will have my encounters built on the average roll but will add more creatures/abilities or take away creatures/ability if the rolls are extremely slanted in one direction.
The easy solution is to make the roll at the end of the session for the next session. Then everyone has time to prep their characters and you have time to make balanced encounters.
I’d also suggest tracking the total xp they earn in the demiplane and giving it to them when they get out, so they don’t feel cheated.
Just scale down monsters? If you want to use high level monster you can scale it down if you dont want to scale characters up.
i was thinking more for the players if they role high then they would have powers they never had before . if they roll low, suddenly they dont have spells and abilities. Since this is a demiplane, i wanted it to not be business as usual.
In my campaign my characters' (all level 5) guild is in a guild war with another guild in waterdeep. The opposing guild (the shadow guild) has managed to bribe Xanathar and his guild to aid the shadows. i am planning to have my characters bribe the xanathar to either withdraw or to flip his loyalty. The item i am going to give them is a demiplane key (think happy fun ball of tricks for you critters) which leads to a demiplane made up of x number of floating islands. Each island has its own theme. Dinosaur island, clockwork island, etc.
i also had an idea.....what if this demiplane causes changes of power. Each time the players change to a different island, they roll a d10. whatever they land on is their level on that island. Then once they return from the demiplane they go back to their original level.
The extreme downside of this is the flow of the game. waiting for characters to pick skills/spells/features. i can avoid this with pre-determined spell list / skill list for the players.
I don't intend to change the players HP, AC, or attributes. However with the higher spell slots i would think the players would want a higher spell DC. I can avoid this with just having a pre-determined DC for each level instead of changing attributes
another downside is that the party will be completely unbalanced. i will have my encounters built on the average roll but will add more creatures/abilities or take away creatures/ability if the rolls are extremely slanted in one direction.
what are your thoughts?
The easy solution is to make the roll at the end of the session for the next session. Then everyone has time to prep their characters and you have time to make balanced encounters.
I’d also suggest tracking the total xp they earn in the demiplane and giving it to them when they get out, so they don’t feel cheated.
This may be the best reason to use "Copy" on your DNDBeyond character sheets I have ever seen...
Just scale down monsters? If you want to use high level monster you can scale it down if you dont want to scale characters up.
i was thinking more for the players if they role high then they would have powers they never had before . if they roll low, suddenly they dont have spells and abilities. Since this is a demiplane, i wanted it to not be business as usual.
most definitely