I made a post about the different tiers of play in Dungeons and Dragons. I mentioned that as the PCs progress in power, so do the monsters.

Today, I want to talk about how the tiers of play affect the Dungeon Master.

Contrary to what some people might think, the DM’s goal is not to kill the PCs.

The goal is to almost kill them.

Remember that scene in the Return of the Jedi where the Death Star is operational, the deflector shield is still up, Han and Leia are captured, and Luke is with the Emperor? The Emperor taunts Luke describing how deeply the Rebels’ plan has failed.

That’s the point the DM wants to get to with their players. Where all seems lost and only a sliver of hope remains. And then the PCs are miraculously delivered from their despair, defeat the villain and save the day.

The perfect encounter in D&D will incapacitate about half the players before the foe is defeated.

Designing challenges at the low and middle tiers is easy enough. A bunch of orcs, a troll, or an ogre. There’s plenty of simple bad guys that provide credible threats to the party.

With multiple enemies it’s easy enough to modify an encounter to get just the right challenge. If the PCs are having an easy time of it, reinforcements arrive. If the encounter looks as if it may overwhelm them, perhaps the enemies retreat. After all, the PCs have surely slain a few of their foes and those who remain may not be willing to die for their cause.

At the high tiers, encounters become a little more difficult to design. Most anything in the books can be thrown at the PCS, dragons, devils, giants, you name it. But it’s difficult to gauge exactly how challenging a monster will be.

At any tier it’s okay if an encounter is too easy, but the advantage of high tier play is that it’s okay if an encounter is too hard as well.

The monster kills two of the PCs and they have to retreat? That’s okay, they can just bring the PCs back from the dead, research the monster’s weakness, and return two days later to slay it.

Epic tier challenges have even more problems as the players can often just wish the encounter away. The DM needs to be firm about what can and cannot be wished away to prevent all future challenges from being trivialized.

As powerful as the wish and miracle spells are, they usually won’t entirely invalidate playing D&D beyond 17th level.

The DM’s job is to limit the scope of what the wish and miracle spells can do through careful interpretation. Additionally, the in game mechanics give severe consequences to using the spells. Finally, the players may limit their usage themselves as they don’t want to take the fun and challenge out of the game either.

Regardless, epic level challenges still need to feel different than the previous tiers. I’ve been DMing at the epic tier for awhile and have designed a few encounters that should hopefully prove useful for others in the future.

But I’ve reached the end of this blog post so I’ll talk about the design of those encounters another time!

-GoCorral

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I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

72 – Calico and Psychomortis (Part 1) Setting the Stage, Campaigns for D&D and Other RPGs

CalicoVisions tells us about his game system and setting Psychomortis. The game is constructed to challenge players and characters to look inside themselves to find what's really important to them. In the far future the Earth has suffered from the arrival of the Iris which caused vast changes across the world. PCs are trapped beneath the Earth in a vast maze known as Pandora's Labyrinth. They seek an exit and/or spiritual absolution as they survive and explore in the dark depths. The experience is simultaneous a dungeon crawl and philosophical exercise.This is the first of two episodes about Psychomortis. Calico contacted me about how the game and setting had evolved since our first recording. This is the first recording which has the original version of Calico's world and game. The second one is more refined and filled in which you can see in part 2!Psychomortis is still in the early stages of development, but its playable! If you're interested in the game you can learn more on the Psychomortis Discord Server: https://discord.com/invite/JkhpUTYMTCYou can also follow Calico on BlogSpot: https://calicovisions369.blogspot.com/And on BlueSky: https://bsky.app/profile/calicovisions.bsky.socialOur website: https://gocorral.com/stsWant to be on the show? Fill out this survey: https://forms.gle/U11TbxtAReHFKbiVAJoin our Discord: https://discord.gg/Nngc2pQV6CSupport the show on Patreon: https://www.patreon.com/SettingtheStage Hosted on Acast. See acast.com/privacy for more information.
  1. 72 – Calico and Psychomortis (Part 1)
  2. 71 – Aaron Ryan and Dissonance/The End
  3. 70 – Sensei Suplex and Project Aurora
  4. 69 – Siix and Godstorm
  5. 68 – John and Tahlvaen