Tierras Salvajes - ——invitados al servidor de discord en español para todos los niveles en 🅳&🅳

Codialmente invitados a "Tierras Salvajes" --un servidor de Discord en español especialmente diseñado para los jugadores y participantes de juegos de rol de fantasía, particularmente DUNGEONS & DRAGONS.

Un espacio ideal para conectar con otros jugadores, forjar amistades y disfrutar de emocionantes partidas de D&D en todos sus niveles.

https://discord.gg/w4KMQRKPBF

!Unete a un servidor de tipo West Marches con un mundo entero lleno de aventuras!

reddit.com
u/Sm_Rndm_Web — 4 days ago

Tierras Salvajes - ——servidor de discord en español donde puedes jugar Epic 🅳&🅳

¡Únete a Tierras Salvajes!

https://discord.gg/w4KMQRKPBF

!Un servidor West March con un mundo entero lleno de aventuras!

  • Es servidor lleno de aventuras y oportunidades para jugadores como para Dungeon Masters, tanto nuevos como veteranos.
  • Completamente GRATIS
  • Utilizamos Foundry VTT y Discord para las partidas.
  • Sistema basado en la 5ta edición de 2024.
  • Un mundo compartido donde cada DM tiene su propia zona para desarrollar sus historias.
  • Libertad para los jugadores de elegir los horarios que les queden mas comodos.
  • Un mundo vivo donde tu personaje puede impactar el curso de la historia.
  • Contenido Homebrew listo para ser explorado.
  • Sesiones todos los dias.
  • Diferentes tipos de partidas con mecánicas propias de las mismas.
  • Dungeons especiales con nivel de dificultad elevado.
  • Si eres DM y te interesa unirte eres bienvenido:
  • Contamos con reglas claras basadas en los libros permitidos del servidor y las normas de Discord.
  • Te ofrecemos espacio para desarrollar tus historias en un mundo compartido.
  • Buscamos creatividad y nuevas historias, siempre que se ajuste a nuestro sistema!

Tu aventura comienza aquí. ¡Ya seas un aventurero o un DM, hay un lugar para ti!

reddit.com
u/Sm_Rndm_Web — 5 days ago

Sensorium Stone 「Deja-vu Crystal」a legendary item for use in EPIC 🅳&🅳

>^(we converted the high-tier) ^(Sensory Stones) ^(from) ^(Planescape: Torment) ^(into a legendary 5e item that grants an instant level-up but inflicts a brutal, plot-driving amnesia drawback.)  

Sensorium Stone 「Deja-vu Crystal」

Wondrous Item, legendary (requires attunement)

A smooth, heavy crystal orb pulsing with a faint glow. It traps a dense fog of memories captured by the Society of Sensation. These stones allow you to completely relive a concentrated rush of another creature's lifetime of experience and training, but the process can affect a character’s psyche.

When you complete the attunement process, you instantly absorb its recorded memories, advancing to the next character level (or gaining an Epic Boon Feat if at level 20). Subsequent uses of this benefit in the same Tier of play have no effect.

Upon gaining the level, your attunement ends, the stone becomes dim—turning into a normal sensory stone—and the psychic stress knocks you Unconscious (unable to be shaken or damaged awake). You must make a DC 16 Wisdom saving throw, remaining unconscious for 1 minute on a success, or 1d6 minutes on a failure (repeating the save at the end of each turn to wake up early). When you wake up, you remember your abilities but completely forget the other party members and everything that happened right before using the stone. Treat this amnesia as a Mental Stress effect. 

>^(Would you let your players bypass an entire level of XP if it meant they completely forgot who their party members were?)

dndbeyond.com
u/Sm_Rndm_Web — 9 days ago

Dweomerbanish 「True Dweomer」

>^(Check out this) ^(5e) ^(epic conversion of) ^(Dweomerbanish)^(, a catastrophic) ^(True Dweomer) ^(capable of unraveling) ^(Antimagic Fields) ^(at a brutal physical cost.)

Dweomerbanish 「True Dweomer」

9th-level Abjuration (Sorcerer, Wizard)

Casting Time: 24 hours or Circle Spell option

Range: Self (40-foot-radius emanation)

Components: V, S, M (Two finger bones from archmages and 250,000 gp, which the spell consumes)

Duration: Instantaneous

You emanate a pulse of anti-magic forces. A translucent amber wave erupts from you, filling a 40-foot-radius emanation that moves with you. The wave bypasses all cover lower than total cover. When you cast this spell, all ongoing magical effects within the area immediately cease. This completely unravels and ends high-level abjurative structures such as an Antimagic Field, Globe of Invulnerability, Prismatic Wall, or Wall of Force.

Though it only strikes effects longer than instantaneous, any active magical standard (like area-of-effect spells or magical fields) intersecting the emanation is instantly unraveled. Only the area intersected by the dweomerbanish is cleaned; this can leave massive external effects reduced in area without being outright eliminated. Some permanent, multifold effects (such as wardmists and mythals) are not destroyed, but are instead completely suppressed for 1 hour. The spell is entirely ineffective against any magic cast directly by deities.

Additionally, you must succeed on a DC 50 Intelligence (Arcana) check to successfully decouple the targeted lattice of magic without absorbing the shock. On a failure, you suffer backlash as the spell automatically fails; you take 99 (18d10) psychic damage, and your material components are wasted. After this spell is cast, you gain 2 levels of Exhaustion due to the irreversible toll on your life force. This effect ignores resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. In doing so, and successfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Dweomerbanish ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes 1 hour. Also, every caster in the circle gains 1 level of Exhaustion per assistant participating (to a maximum of 4 levels from this rite).

When you cast the spell, you perform one of three rites of your choice. Rites are cumulative, with each option incorporating the previous effects:

2–5 Casters Rite: The radius expands to 120 feet.

6–8 Casters Rite: Permanent multifold effects (wardmists and mythals) are suppressed for 24 hours instead of 1 hour.

9 Casters Rite: The spell can successfully unravel or suppress magic cast directly by lesser deities.

Each secondary caster must expend a 9th-level spell slot when the spell is cast, otherwise, it automatically fails.

dndbeyond.com
u/Sm_Rndm_Web — 11 days ago

Ioulaum’s Longevity 「True Dweomer」a 9th level spell for use in EPIC 🅳&🅳

>^(Bringing high-tier Netherese magic to modern tables! Here is a EPIC SCALE 🅳&🅳 ❺.➄ conversion of) ^(Ioulaum’s Longevity)^(, fully updated with advanced epic spellcraft mechanics, circle ritual tiers, and severe cosmic penalties)

Ioulaum’s Longevity 「True Dweomer」

9th-level Transmutation (Sorcerer, Wizard, Druid, Bard)

  • Casting Time: 24 hours or Circle Spell option
  • Range: 2 miles (10,560 feet)
  • Components: V, S, M (684,000 gp, which the spell consumes)
  • Duration: Instantaneous

You target a point you can see within range. A translucent emerald sphere erupts in a 120-foot radius, bypassing all cover lower than total cover. When you cast this spell, you can designate creatures to be unaffected by it. Each creature in the area must make a Constitution saving throw. On a failure, a target takes 99 (18d10) force or necrotic damage (your choice) and is disintegrated into ash if reduced to 0 hit points. On a success, it takes half damage and is not disintegrated. For every living creature disintegrated, your natural lifespan extends by 1 year. This extension increases your maximum life expectancy by up to 50 percent. Additionally, you do not suffer the physical frailty of old age, though you still die when your time comes.

Additionally, you must succeed on a DC 45 Intelligence (Arcana) check to decipher the foundational science of high-magic spellcraft and anchor the stolen life force. On a failure, you suffer backlash as the spell automatically fails and you take 99 (18d10) psychic damage, gain no lifespan extension, and the material components are wasted. After this spell is cast, you gain 1 level of Exhaustion. This effect ignores resistance and immunity. While you have Exhaustion levels gained from this spell, finishing a Long Rest neither restores lost Hit Points nor reduces your Exhaustion level.

True Dweomer. Magic of high power automatically fails the very first time you cast this type of spells, requiring you to expend twice the amount of time and resources to effectively complete this magic of high power at least once. IN doing so, and uccessfully casting a true dweomer spell, you attract instant cosmic scrutiny. The severe metaphysical friction of shaping this forbidden magic weakens your form. After casting this spell, each time you cast a spell until you finish a Long Rest, you take 1d10 necrotic damage per level of that spell. This damage ignores resistance and immunity. Furthermore, your Constitution score becomes 3 for 2d4 days while simultaneously your Intelligence score becomes 3 for one month. For each day you spend resting and doing nothing more than light activity, your remaining recovery time for your Constitution score decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Ioulaum’s Longevity ever again.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, its duration becomes 1 hour. Also. every caster in the circle gains 1 level of Exhaustion per assistant participating (to a maximum of 4 levels from this rite).
When you cast the spell, you perform one of three tires of your choice. Rites are cumulative, with each option incorporating the previous effects: 

  • 2–5 Casters Rite: Maximum lifespan extension bypasses racial limits, capped at an additional 99 years per caster.
  • 6–8 Casters Rite: The additional lifespan extension cap increases to 999 years per caster.
  • 9 Casters Rite: The lifespan extension cap is removed entirely, and targets roll saves with Disadvantage.

Each secondary caster must expend a 9th-level spell slot when the spell is cast, otherwise, it automatically fails. 

>^(DMs- — How would your players react if an NPC villain started using the) ^(9-caster tier rite) ^(to disintegrate an entire army with disadvantage ?)

dndbeyond.com
u/Sm_Rndm_Web — 11 days ago

CIRCLE CASTING for 🅳&🅳 ❺.➄e┋ ᴴⁱˢᵗᵒʳʸ, ᴸᵒʳᵉ, ᵃⁿᵈ ᴺᵉʷ ᵁⁿⁿᵒᶠⁱᶜⁱᵃˡ ᴼᵖᵗⁱᵒⁿˢ

A Guide to Circle Magic: History, Lore, and New Unnoficial Options

>What is Circle Magic?
Circle Magic is a collaborative spellcasting technique that allows multiple magic-users to pool their arcane or divine focus into a single spell. A primary caster initiates a standard spell while secondary casters within 30 feet use their actions to amplify its parameters—such as multiplying its duration, extending its range up to a mile, or shifting concentration duties. This cooperative framework allows a group of low-level spellcasters to manipulate the Weave and unleash catastrophic power far beyond the capabilities of any single individual.

>Where It Comes From
Deeply rooted in Forgotten Realms lore, Circle Magic was originally developed millennia ago by ancient elven mages looking to transcend individual casting limitations. In D&D history and various fantasy novels, it became the signature asset of powerful factions like the Red Wizards of Thay and the Witches of Rashemen. It was prominently featured in older rulebooks, such as the D&D 3.5e Player's Guide to Faerûn and Magic of Faerûn, where circle leaders could absorb the spell slots of their apprentices to drastically boost their caster levels and metamagic capacity.

>
Where to Find It Now
In the current edition of D&D, official mechanics for Circle Magic can be found on pages 139 and 140 of the sourcebook Forgotten Realms: Heroes of Faerûn.

Circle Casting: Rules & Introduction

Circle Casting is an advanced, high-tier magical mechanic designed for the 2024 D&D 5e revised rules framework. It allows a coordinated group of spellcasters to pool their magical essence, transforming standard spells into world-altering manifestations of power.

1. The Structure of a Circle

Every Circle requires exactly one Primary Caster and a variable number of Secondary Casters.

  • The Primary Caster: Initiates the spell, expends the baseline spell slot, dictates all spell targets and parameters, and holds the ultimate responsibility for maintaining Concentration on the spell once cast.
  • Secondary Casters: Must possess the Spellcasting or Pact Magic feature. They must stand within 30 feet of the Primary Caster and commit their full focus to the ritual.

2. The Mechanics of the Ritual

To execute a Circle Casting, the group must follow a strict mechanical sequence during combat or narrative play:

  • Initiation: The Primary Caster begins casting an eligible spell. To qualify, the spell must require a spell slot and have a casting time of an Action, 1 minute, or longer. Cantrips, bonus action spells, and reaction spells cannot be circle-cast.
  • The Channelling Phase: On their respective turns, each participating Secondary Caster must use their Magic Action to feed the weave.
  • Resolution: The spell does not resolve on the Primary Caster's turn. Instead, it triggers and takes full effect the exact instant the final required Secondary Caster completes their Magic Action.
  • Interruption Risk: If any member of the circle takes damage before the ritual resolves, they must immediately pass a Concentration check. If any Secondary Caster fails their check or is incapacitated, the entire circle shatters, the spell fails immediately, and the Primary Caster's baseline spell slot is lost.

Table 1: Official Universal Circle Casting Mechanics

Option Name Min. Casters Slot Cost per Secondary Eligible Spells Effect Mechanics
Augment 2 Total None (Action Only) Any eligible slot spell Extends the spell’s range by 1,000 feet per secondary caster (up to a 1-mile maximum increase).
Distribute 2 Total Same level as spell Any eligible slot spell Shares the Concentration burden. If the primary caster fails concentration, an active secondary caster can immediately take it over.
Expand 2 Total None (Action Only) Any eligible slot spell Widens the spell’s total area of effect (e.g., adding 20 feet to the width of a line or radius of a sphere).
Prolong 2 Total 1st Level or higher Any eligible slot spell Sustains the spell's duration for hours past its usual limits (up to a 24-hour maximum extension).
Safeguard 2 Total None (Action Only) Any eligible slot spell Shapes the raw weave to dynamically carve out and protect allies from damage within the spell's area.
Supplant 2 Total 2nd Level or higher Any eligible slot spell Uses the combined magical synergy of the circle to completely replace and override expensive material components.

Table 2: Specific Spell-Based Synergies (Official Core & Expanded)

Spell Name Min. Casters Slot Cost per Secondary Primary Option Synergized Effect / Outcome
Doomtide 3 Total None (Action Only) Built-in Block Range expands to 1 full mile and the spell becomes permanent until dispelled (bypassing normal Concentration).
Spellfire Storm 3 Total 3rd Level or higher Built-in Block Secondary casters act as amplifiers to drastically overcharge damage output while safely siphoning away explosive backlash.
Dirge / Durge 3 Total None (Action Only) Built-in Block Duration locks into a solid 10 minutes; any target failing its saving throw automatically suffers one level of Exhaustion.
Banishment 2 Total 4th Level Distribute Shifts the concentration burden so a hidden secondary caster can maintain the spell even if the primary caster takes damage.
Detect Thoughts 2 Total 2nd Level Prolong Stretches a 1-minute spell into hours, allowing a party to read an entire noble court's thoughts over an entire banquet.
Raulothim's Lance 2 Total None (Action Only) Augment Utter a creature's name to blast them with massive psychic damage and the Incapacitated condition from up to a mile away.
Control Water 2 Total None (Action Only) Augment Capsizes and sinks an entire enemy fleet from a perfectly safe cliffside 1 mile away without giving away your position.
Dimension Door 2 Total None (Action Only) Augment Pushes the teleportation range out past 1,500+ feet, letting a strike team instantly bypass massive castle walls completely unseen.
Guiding Bolt 2 Total None (Action Only) Augment Low-level secondary casters extend range past 2,000 feet, effectively turning the low-level party into a magical sniper unit.

Table 3: School-Based Unofficial Options

Option Name Min. Casters Slot Cost per Secondary Inspired School Universal Effect Mechanics
Abjuration: Aegis Font 2 Total 1st Level Abjuration Secondary casters funnel defensive energy. Primary caster gains a +1 bonus to AC and all Saving Throws while concentrating.
Conjuration: Mass Anchor 3 Total 2nd Level Conjuration When casting a teleport/summon spell, you can teleport 1 extra willing creature or summon 1 extra creature per secondary caster.
Divination: Perfect Guidance 2 Total 1st Level Divination The circle acts as a focal lens. Primary caster gains Advantage on the spell's attack, or forces Disadvantage on one target's save.
Enchantment: Weave Lock 2 Total 2nd Level Enchantment Secondary casters reinforce the grip. Affected targets have Disadvantage on subsequent saving throws made to break the spell.
Evocation: Slot Overcharge 2 Total Same level as spell Evocation Each participating secondary caster sacrifices an equivalent slot to upcast the base spell by +1 level without the leader burning a higher slot.
Illusion: Phantasmal Anchor 2 Total 1st Level Illusion The magic makes an illusion tactile. Physical interaction or standard Investigation checks cannot reveal it as false for 1 min per secondary caster.
Necromancy: Life Siphon 3 Total 2nd Level Necromancy When the spell deals damage, the primary caster heals for HP equal to the total secondary casters times the spell's base slot level.
Transmutation: Matter Density 2 Total 2nd Level Transmutation When altering matter/terrain, duration doubles, and the altered object/surface's AC increases by +2 and its Hit Points double.
Arcane Unity: Slot Recycle 3 Total 3rd Level Universal When the primary spell finishes, one secondary caster can make an Arcane Recovery check to instantly regain an expended lower-level slot.

Metamagic Circle Casting Unofficial Options

Note: These options reflect classic 3e-style coven/circle magic. Every option in this table strictly requires a minimum of 9 casters total (1 Primary Caster + 8 Secondary Casters) synchronized in the circle. Instead of Metamagic Points, the modification is paid for by the secondary casters expending spell slots.

Metamagic Option Min. Casters Slot Cost per Secondary Effect Mechanics (Converted to Circle Spellcasting)
Careful Spell 9 Total 1st Level Slot Up to 3 + primary caster's spellcasting modifier creatures automatically succeed on their saving throws against the spell.
Distant Spell 9 Total 1st Level Slot Doubles the range of a spell. If the spell has a range of Touch, the range becomes 30 feet.
Empowered Spell 9 Total 1st Level Slot The primary caster can reroll a number of damage dice up to their spellcasting modifier. They must use the new rolls.
Extended Spell 9 Total 1st Level Slot Doubles the duration of the spell, up to a maximum duration of 24 hours.
Focused Spell 9 Total 2nd Level Slot [2024 Rule] The primary caster gains Advantage on Concentration checks made to maintain this specific spell.
Heightened Spell 9 Total 3rd Level Slot Forces one target of the spell to have Disadvantage on its first saving throw made against the spell.
Prioritised Spell 9 Total 2nd Level Slot [2024 Rule] If the spell forces multiple targets to make a saving throw, the primary caster chooses one target to automatically fail.
Quickened Spell 9 Total 2nd Level Slot Reduces the casting time of a 1-minute or longer circle spell by half, or allows an Action spell to resolve instantly on the primary's initiative turn.
Seeking Spell 9 Total 2nd Level Slot If the spell misses its attack roll, the primary caster can reroll the d20. They must use the new roll.
Subtle Spell 9 Total 1st Level Slot Completely removes the Verbal and Somatic components from the spell's casting requirements for all members of the circle.
Transmuted Spell 9 Total 1st Level Slot Changes the damage type of the spell to Acid, Cold, Fire, Lightning, Poison, or Thunder.
Twinned Spell 9 Total Same level as spell Targets a second creature with the same spell, provided the spell is incapable of targeting more than one creature at its current level.

And last but not least --> Circle Magic Rules for EPIC SCALE 🅳&🅳 ❺.➄e

u/Sm_Rndm_Web — 11 days ago

D20 TESTS FOR EPIC 🅳&🅳 - —— Typical Difficulty Classes Expanded table for High-Level Campaigns

According to the Typical Difficulty Classes table found in the 2024 rules, the maximum standard Difficulty Class (DC) in the D&D 5e (2024) rules is 30 (Nearly Impossible). However, in EPIC high-level games, tasks often breach the boundaries of mortality and completely break standard bounded accuracy.

The Epic Difficulty Classes Table (DC 31–99) fills that gap using straightforward gaming terminology, scaling all the way up to the legendary absurd "Joke DC" that DMs throw out when a task is truly beyond reach.

The following table recaps the Typical Difficulty Classes as presented in the Basic Rules for 🅳&🅳 ❺.➄e

Task Difficulty DC
Very Easy 5
Easy 10
Moderate / Medium 15
Hard 20
Very Hard 25
Nearly Impossible 30

This table below, actually expands on the Typical Difficulty Classes:

The Epic Difficulty Classes Table (DC 31–99)

Task Difficulty DC Gaming Benchmark Example
Impossible 35 Successfully picking a legendary lock forged by a deity.
Infeasible 40 Parrying a massive projectile shot from a siege weapon.
Unthinkable 50 Surviving a direct, continental-cataclysm or planetary-wiping event
Incoherent 60 Overpowering a black hole using raw physical strength.
Unattainable 70 Successfully out-negotiating a literal concept like Death.
Unachievable 80 Finding a specific grain of sand hidden somewhere across the multiverse.
Absurd 99 Hacking into a high-security mainframe using a basic calculator.

Succeding on a d20-Test when playin' EPIC 🅳&🅳 games actually allows a character to achieve tasks beyond the nearly impossible, but ideally: never the absurd. A master rogue might pick a lock using a strand of hair, but a barbarian cannot break a mountain in half with a mundane greataxe, as some tasks remain fundamentally impossible.

>What about your table? Has your group ever used DCs as high as these in a 5e game, and how did the player actually manage to pass it?

u/Sm_Rndm_Web — 14 days ago

How to End a 🅳&🅳 Campaign ? ᴴᴵᴳᴴ⁻ᴸᴱⱽᴱᴸ ᶜᴬᴹᴾᴬᴵᴳᴺˢ「advancedrpgs」

The article outlines the primary reasons to conclude a D&D campaign, such as reaching a natural story conclusion, experiencing creative burnout, or facing scheduling conflicts.

It details how to craft a memorable finale by resolving character arcs, returning beloved NPCs, and delivering an epic final battle.

Additionally, it offers practical advice for transitioning to a new campaign through open communication and player feedback.

Read the full guide at advancedrpgs.com

advancedrpgs.com
u/Sm_Rndm_Web — 14 days ago
▲ 3 r/DnD_Latinoamerica+1 crossposts

🕯️ Cómo terminar una campaña de D&D: consejos, epílogos y el arte de soltar 「 ESPAÑOL 」「doble20」

En este video hablamos de lo que dice la Guía del Dungeon Master sobre cómo cerrar una historia, de qué hacer cuando la campaña termina por las razones incorrectas, de la importancia de los epílogos, y de por qué el final le da sentido a todo lo que vino antes. También hablamos de Luke Skywalker, de Frodo, de Tony Stark y de por qué si amas algo, lo dejas ir.

youtu.be
u/Sm_Rndm_Web — 14 days ago
▲ 409 r/DnD_EpicLevel+1 crossposts

Hey guys, I wanted to share with you all the DnD artworks I made over the years

Through the years, I helped create so many characters that I am very proud of. Each of these characters has a piece of me in them, etched forever. I am so lucky to be in this position of literally bringing people's ideas to life. What was once a thought became a text, then was molded into an image that you can see.

u/CH_ultimate — 2 months ago
▲ 13 r/DnD_Latinoamerica+2 crossposts

SOLUCIONES para jugar 🅳&🅳 en NIVELES ALTOS (17+). Como jugarlo mejor, y lo que no te dicen [1 de 4 articulos que aconseja como narrar y correr mejores juegos en NIVELES EPICOS ] ᴺᴼ ᴴᴬʸ Qᵁᴱ ᴵᴺᵀᴵᴹᴵᴰᴬᴿˢᴱ ᶜᴼᴹᴼ ᴰᴹ ᴺᴵ ᶜᴼᴹᴼ ᴾᴸᴬʸᴱᴿ, ᴱˢ ᴹᴬˢ ᴱˢᵀᴿᴬᵀᴱᴳᴵᶜᴼ

Esto deberia auto—traducirse para usuarios de idioma anglosajon.

Continuemos;

Muchos grupos se abruman por el compromiso de terminar una saga EPICA, mas alla de nivel 17+. Pero, si se ha jugado el mismo personaje por bastante tiempo: NO HAY QUE INTIMIDARSE COMO DM NI COMO PLAYER, EL JUEGO ES MAS ESTRATEGICO: SI. Tiene un ritmo mas acelerado por el poderio: Si. Los personajes son tan fuertes que son casi semidioses: SI.

Pero en manos de un buen narrador, esto se pone divertidisimo. Les dire cosas que considerar:

Para el juego de nivel épico (más allá del nivel 20), el concepto de "Lo Eterno" se redefine en torno a la inmortalidad heroica, donde el personaje no se vuelve simplemente inmune a la vejez, sino que su propia leyenda y trascendencia le permiten desafiar la muerte misma a través de hazañas cósmicas. En lugar de un nexo físico oficial llamado "Epic Level Hub", las campañas de este calibre utilizan planos de trascendencia o puntos de origen divino para los héroes.

Entendiendo el Juego Épico y la "Inmortalidad Heroica"

  • Reglas de Nivel Épico: Los sistemas de juego más allá del nivel 20 escalan los atributos y el alcance del juego hacia un ámbito cosmogónico y de semidioses.
  • Inmortalidad Heroica: Reemplaza la simple vida eterna por la preservación de la esencia a través del mito, permitiendo resurrecciones automáticas o la persistencia del alma como un avatar de la realidad.
  • Destinos Épicos: El personaje deja de ser un mero mortal y se convierte en un arquetipo viviente o un concepto fundamental del multiverso, lo que le otorga rasgos de trascendencia permanente. El término fue rescatado oficialmente para la línea moderna en el libro de campaña Forgotten Realms: Adventures in Faerûn. En esta versión, funcionan de manera distinta: en lugar de ser estrictamente para niveles 21+, actúan como una capa narrativa libre añadida a los trasfondos del personaje para guiar su evolución hacia un héroe legendario...
  • Centros de Campaña: Los nexos de estas historias suelen ser dimensiones santuario o ciudades planares donde convergen entidades con poder divino.

Para evitar las complicaciones del juego en niveles épicos, debes cambiar el enfoque: pasa de las matemáticas de estadísticas a las restricciones narrativas y la geometría táctica. Usa el teatro de la mente, para avanzar las escenas con mas eficacia. La narrativa, ahora depende mucho de cerrar la historia de cada jugador participante.

Si, ahora continuemos en lo importante. COMO MANEJAR las mecanicas que vienen al juego: Aquí tienes las soluciones concretas, una por una.

  1. Solución al ciclo de iniciativa "Rocket Tag" (El primero que ataca, gana)
  • El problema: El bando que saca la iniciativa más alta gana todo el combate en el primer turno.
  • La solución: Implementa Iniciativa por Fases Dinámicas y Barras de Vida por Fases.
    • Iniciativa por fases: No tires iniciativa. Divide el turno en fases fijas: Efectos del entorno primero, luego los Monstruos, luego los Jugadores.
    • Barras de vida por fases: Dale a los jefes épicos tres barras de vida independientes. Cuando una barra llega a cero, todo el daño sobrante de ese ataque o hechizo se descarta. El jefe limpia todos sus estados alterados, activa una reacción poderosa y transforma el terreno. Esto garantiza que sobreviva al primer turno.
  1. Solución a los conjuradores que alteran la realidad (Deseo, Polimorfismo Verdadero)
  • El problema: Los magos de nivel alto anulan por completo los desafíos con hechizos que alteran la realidad.
  • La solución: Usa Mareas de Integridad Planar y Contra-Sintonización Dimensional.
    • Integridad planar: Trata la magia épica como un reactor nuclear. Lanzar un hechizo de nivel 9 o usar una Dote Épica genera una "falla planar". Durante los siguientes 3 turnos, cualquier magia lanzada a 120 pies activa una oleada severa de Magia Salvaje o abre un portal que atrae monstruos hostiles.
    • Contra-sintonización: Los grandes enemigos épicos deben tener auras pasivas que reescriban las leyes locales. Por ejemplo, un horror cósmico puede emitir un aura donde "ninguna criatura puede cambiar de forma", anulando Polimorfismo Verdadero al instante sin necesidad de un contrahechizo.
  1. Solución a la lentitud del combate y exceso de habilidades
  • El problema: Los turnos tardan 30 minutos porque los jugadores tienen decenas de habilidades activas y reacciones que calcular.
  • La solución: Impón Turnos con Tiempo Estricto y el Sistema de Agrupación de Esbirros.
    • Turnos cronometrados: Dale a cada jugador exactamente 60 segundos para declarar su acción. Si no lo hace, su personaje realiza automáticamente la acción de Esquivar. Esto obliga a tomar decisiones tácticas rápidas.
    • Agrupación de esbirros: Nunca pongas jefes épicos solos, pero no tires dados por cada esbirro individual. Combina 10 esbirros en un solo bloque de estadísticas tipo "Escuadrón". Comparten una sola iniciativa, una sola barra de vida y hacen un daño fijo sin lanzar dados.
  1. Solución a la optimización rota (La brecha infinita de poder)
  • El problema: Los personajes ultra-optimizados (min-maxed) eclipsan por completo a los jugadores que priorizan el rol o la utilidad.
  • La solución: Transiciona de objetivos de combate a Encuentros de Tareas Múltiples.
    • Objetivos divergentes: Nunca crees un combate que sea solo "matar al jefe". Haz que el objetivo sea imposible de resolver solo con daño.
    • Enfoque dividido: El guerrero optimizado puede enfocarse en contener una brecha dimensional colosal usando fuerza física pura (pruebas de Atletismo), mientras el personaje de utilidad resuelve un acertijo mágico a contrarreloj para sellar a un dios. Esto hace que cada personaje sea vital para la victoria.

AHORA , la proxima semana el segundo articulo. Con mas detalles a las soluciones de como jugar mejor en niveles altos del 🅳&🅳.

>Mientras tanto, hablemos de que soluciones usa tu DM o tu grupo en estas mesas?

therpggazette.wordpress.com
u/Fanhalla_Apogee — 2 months ago
▲ 282 r/DnD_EpicLevel+1 crossposts

[FOR HIRE] I do digital art. Feel free to hit me up if you're interested!

u/Kai0704 — 2 months ago
▲ 763 r/DarkSun+1 crossposts

New Dark Sun coming in 2027

Two main books were announced, and they’re doing an alternate version of the players handbook to better align with the setting

u/Sm_Rndm_Web — 3 months ago
▲ 155 r/AICampaignArt+2 crossposts

Monster - Balor Demon

Apparently, in the very earliest editions of DnD, these guys were called Balrogs. The Tolkien estate stepped in, and they were renamed to Balors. COMPLETELY DIFFERENT 😅 In all seriousness, these guys are combat machines, and while the party isn't ready to face one yet, eventually I may toss one in just to see how they do.

u/0ldGoat — 2 months ago
▲ 5 r/DND5EBuilds+1 crossposts

Cavalier 5.5e Build

So I realize that the Cavalier is not the strongest fighter out there but I've been watching Steel Ball Run and want to do some horseback riding. Plus with the 2024 rules and new feats I feel like there are some combinations that help bring out the subclasses' full potential and help complete its fantasy.

Here's a build I plan on using in an upcoming lvl 20 one shot, the rules allow for any official published content from 2014 and 2024 rules using for 2024 versions of feats in the case of redundant feats. I'm building this to be a highly mobile tank that will be able to position itself to direct agro toward it and then punish it, with a light bit of battlefield control. Looking for some feedback on the build, if things will work like i hope, deciding on certain feats, etc.

The Cavalier

1st level

Human

- Zentarium Ruffian (we'll need this for later)

Fighter

- Fighting Style: Pack fighting

- Weapon Masteries: Halberd, Glaive, Spear (for range)

Custom Background

- Mark of Passage (well need this for later too)

Ability Scores

Str 17

Dex 8

Con 16

Int 8

Wis 10

Cha 14

3rd level

Subclass: Cavalier

- Unwavering Mark (will pair nicely with what's next)

4th level

- Weapon Mastery: Pike

- Feat: Potent Dragonmark (It's Horse time, picking up PD for a once per short rest spellslot that lets us cast Find Steed. Our cavalier can now be the cavalry and ride into battle reliably) Cha 15

6th level

- Great Weapon Master Str 18

- (3rd level find steed)

7th level

- Warding Maneuver (so-so, will be nice when needed)

8th level

- Feat: Mounted Combatant (Now no one is touching our horse and advantage while on the horse, will be very nice with what's coming up) Str 19

(4th level find steed)

9th level

- Indomitable (Nice)

- Tactical Master (Nice, our Halberd will now be our main weapon)

- Weapon Mastery: take your pick

10th level

- Hold the line (Nice)

- (Find Steed maxes out at 5th level here)

12th level

- Feat: Zentarum Tactics (Now once a reaction when we get hit we can hit them back, and since we tank hard and they can't hit our horse this makes us a nasty tank.) Cha 16

14th level

- Feat: Heavy armor master (since we're gonna want to be taking some hits with regularity the damage reduction is nice here) Con 17 (I would do str but the next feat does not give me a con bump and I want to get it to 18 at lvl 19)

15th level

- Ferocious Charge (eh, it's ok and with the horse you could probably make regular use of it)

16th level

- Feat: Charger or Sentinel (Charger has natural synergy with Ferocious Charge and I could likely make use of both every round with the mount. That said, Sentinel has several redundancies, but I'd want it for the reaction attack granted from attacking other creatures as it would assist with maximizing my 18th level subclass feature {thoughts on the choice would be appreciated} and help minimize uses of Warding Maneuver) Str 20

18th level

- Vigilant Defender (the piece de resistance, this combined with zent tactics, hold the line and sentinel (maybe) combined with good placement I think should give me a ton of attacks. Combine it with tactical mastery and hold the line i should also have a fair bit of battle field control as far as a martial goes any ways)

19th level

- Epic Boon: Boon of Bloodshed or Boon of Desperate Resilience (either works I feel. Bloodshed would benefit a lot since it procs once a turn, meaning the more opportunity attacks I get from vigilant defender the more damage I can deal. By contrast DR won't benefit my attacks but with me tanking it would serve to keep me standing for longer, thoughts?) Con 18

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u/Jfig5117 — 3 months ago