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Balance of Power Problems in 5e: Self created?
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<blockquote data-quote="Lanefan" data-source="post: 7034618" data-attributes="member: 29398"><p>::shrug:: The all-good-in-combat issue is one to take up with the designers.</p><p></p><p>Good on you - that's more or less what I'd probably do also.</p><p></p><p>And if that potential adventure is dead so what, as long as the non-casters seek out another adventure ot replace it and thus keep things going.</p><p>That's a world-building fail, in my view. I've never liked the PCs-are-special-snowflakes model any further than they're only special because it's their story being played out rather than that other adventuring group over there or the six others operating in the northern forests.</p><p></p><p>Were the rest of the group stranded somewhere with no other way out? If yes, bad on the caster. If no, what's stopping them from going out into the field sans caster and finding adventure on their own?</p><p></p><p>Yes, 5e design - for all its good intentions - isn't perfect; and you've just hit several of the more glaring misses all at once...nice shooting!</p><p></p><p>I recall there being speculation that world-building had largely been left out of the 5e DMG because it was going to get full treatment in its own book sometime. Whatever became of that?</p><p></p><p>As for henches-cohorts-etc., even though 5e has limited guidance for such I suppose there's nothing stopping a PC or even a whole group from hiring some associates and thus forcing the DM to make some rulings.</p><p></p><p>Magic item availability...well, that's another can o' worms entirely and is, as I've pointed out (was it in this thread, even?), an unenforceable rule as written.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7034618, member: 29398"] ::shrug:: The all-good-in-combat issue is one to take up with the designers. Good on you - that's more or less what I'd probably do also. And if that potential adventure is dead so what, as long as the non-casters seek out another adventure ot replace it and thus keep things going. That's a world-building fail, in my view. I've never liked the PCs-are-special-snowflakes model any further than they're only special because it's their story being played out rather than that other adventuring group over there or the six others operating in the northern forests. Were the rest of the group stranded somewhere with no other way out? If yes, bad on the caster. If no, what's stopping them from going out into the field sans caster and finding adventure on their own? Yes, 5e design - for all its good intentions - isn't perfect; and you've just hit several of the more glaring misses all at once...nice shooting! I recall there being speculation that world-building had largely been left out of the 5e DMG because it was going to get full treatment in its own book sometime. Whatever became of that? As for henches-cohorts-etc., even though 5e has limited guidance for such I suppose there's nothing stopping a PC or even a whole group from hiring some associates and thus forcing the DM to make some rulings. Magic item availability...well, that's another can o' worms entirely and is, as I've pointed out (was it in this thread, even?), an unenforceable rule as written. Lanefan [/QUOTE]
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