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cancelled 5e announcement at Gencon??? Anyone know anything about this?
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<blockquote data-quote="Hussar" data-source="post: 5663954" data-attributes="member: 22779"><p>Y'know, thinking about this, I wonder if some of the issue stems from playing modules vs playing home made adventures? I'll freely admit that most of my 3e experience (and, really, D&D in general) has been using modules. We play a lot of modules. Yes, we intersperse them with home made stuff, but, in the groups I've either played or DM'd, I'd guess about half or maybe a bit more of the adventures were modules.</p><p></p><p>If you're using modules, there typically isn't a huge time pressure. Most modules (and yes, there are exceptions) usually give you mountains of time to resolve things. Nothing is really pushing the party forward particularly. This might be one explanation for the difference in experience.</p><p></p><p>For my own personal experience, it's almost never been the wizards that are an issue, but the clerics. When the cleric ran out of healing, you stopped or you died. We run very by the book combat, with all die rolls in the open and 3e combat is very, very lethal at any given level. We were generally killing a PC every three sessions or so and a lot of those were through straight up hp attrition. </p><p></p><p>When we introduced wands of healing, in the last campaign we played in 3.5, suddenly we were bulling through five to seven encounters per rest period as opposed to the two or three we would do previously. For me, the 15 MAD has always been an artifact of the healing system, not so much the wizards.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5663954, member: 22779"] Y'know, thinking about this, I wonder if some of the issue stems from playing modules vs playing home made adventures? I'll freely admit that most of my 3e experience (and, really, D&D in general) has been using modules. We play a lot of modules. Yes, we intersperse them with home made stuff, but, in the groups I've either played or DM'd, I'd guess about half or maybe a bit more of the adventures were modules. If you're using modules, there typically isn't a huge time pressure. Most modules (and yes, there are exceptions) usually give you mountains of time to resolve things. Nothing is really pushing the party forward particularly. This might be one explanation for the difference in experience. For my own personal experience, it's almost never been the wizards that are an issue, but the clerics. When the cleric ran out of healing, you stopped or you died. We run very by the book combat, with all die rolls in the open and 3e combat is very, very lethal at any given level. We were generally killing a PC every three sessions or so and a lot of those were through straight up hp attrition. When we introduced wands of healing, in the last campaign we played in 3.5, suddenly we were bulling through five to seven encounters per rest period as opposed to the two or three we would do previously. For me, the 15 MAD has always been an artifact of the healing system, not so much the wizards. [/QUOTE]
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Community
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*Dungeons & Dragons
cancelled 5e announcement at Gencon??? Anyone know anything about this?
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