Dungeon Master Option: High-Level Campaigns

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Havard
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Dungeon Master Option: High-Level Campaigns

Post by Havard » Thu Oct 13, 2011 12:51 pm

Here is another book I have been thinking of getting. What sort of things are included in this book? Does it offer advice and suggestions, or is it just rules? Does it go into things like ruling a domain?

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Re: Dungeon Master Option: High-Level Campaigns

Post by rabindranath72 » Thu Oct 13, 2011 1:07 pm

It covers quite a lot of ground, but not domain rules (sadly).
The book has 7 chapters
1) general suggestions for high level campaigns. Overall good advice.
2) adventures and settings; how to modify monsters and magic levels; attribute scores for monsters
3) spells and magic items
4) creating magic items
5) magic duels
6) true dweomers
7) special proficiencies for high level characters (a proto-version of feats, really;) characters beyond 20th level.

I would say it's more crunch than general information, and most of it applies to spellcasters only. Personally, I haven't made much use of the stuff here.

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Re: Dungeon Master Option: High-Level Campaigns

Post by cab » Thu Oct 13, 2011 1:32 pm

Thats a very good summary. Its not that its a BAD book, its just not as useful as you might hope it would be. Far too much slant on ever more funky stuff for spellcasters IMHO.

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Re: Dungeon Master Option: High-Level Campaigns

Post by rabindranath72 » Thu Oct 13, 2011 3:20 pm

I would have preferred something along the lines of a Companion/Master set in terms of scope.

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Re: Dungeon Master Option: High-Level Campaigns

Post by Havard » Thu Oct 13, 2011 3:32 pm

Thanks for the comments guys!
Based on this and a couple of reviews I found online, I think I will pass on this one. At least untill I have bought a bunch of other stuff that I am also looking into :)

-Havard

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Re: Dungeon Master Option: High-Level Campaigns

Post by migo » Tue Jan 17, 2012 4:14 pm

The handling of levels past 20 is bizarre. I thought the dweomers were rather neat for high level wizards, and quest magic for priests was a really cool addition. Extra abilities for thieves was sort of neat, but the notion that only a level 21 thief could escape being tied up was ridiculous. Aside from the wizards, I figured with minimal to no modification it could actually be used for regular campaigns.

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Re: Dungeon Master Option: High-Level Campaigns

Post by Idabrius » Sat Feb 25, 2012 4:25 pm

The High Level Campaign guide is part reiteration on basic tools of DMing that don't appear elsewhere in the AD&D line, part detail on extremely high level skills and powers, and partially a way to make monsters extremely powerful so high level parties can face them. In terms of pure advice, the book is gold, but if you already know all the kinds of DMing skills it presents (ie, make monsters smart! that kind of thing) then it doesn't have too much to offer.

If you're looking for a quick perusal of it, I would recommend visiting http://www.purpleworm.org/rules/.
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Re: Dungeon Master Option: High-Level Campaigns

Post by Azaghal » Fri Mar 16, 2012 9:26 pm

It's a decent resource, but I wouldn't rush to get it.
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Re: Dungeon Master Option: High-Level Campaigns

Post by Big Mac » Wed Mar 14, 2018 12:16 am

rabindranath72 wrote:2) adventures and settings; how to modify monsters and magic levels; attribute scores for monsters
Does this chapter have suggestions for specific campaign settings?

If so, how many campaign settings are covered by the book? And how much content does each campaign setting get?
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