Ninja-radish
First Post
5E isn't even viable at low levels; it's way too easy. I haven't played high levels, but I imagine it's a complete joke above 10th level.
5E isn't even viable at low levels; it's way too easy. I haven't played high levels, but I imagine it's a complete joke above 10th level.
Come on. I did use the word 'tangibly.' There is no in-game effect she has for her troops, unlike a lot of other military leader types in the MM and VGTM. If they had just described her as a brute or shock trooper in this edition, it would be much less of an issue.
Oh and spare me the INT score argument. WotC themselves admit it has no effect on CR unless it increases damage somehow. I call bull on anyone who claims they know how to properly differentiate tactics between a 14 INT creature and a 17 INT creature; usually such people have an over-inflated sense of their own INT score...
The sales prove that having over-simplified monsters and CR guidelines that don't really work was a good move? Come on, man, there's some serious logic issues with that. I tend to think 5e is doing really well for lots of other reasons myself; making monsters into bag-o-hp and not providing all the relevant info in their stat blocks (a nightmare editing issue for spell-using monsters) are not amongst them.
Sounds good.It seems like it would definitely behoove WotC to create a Monster Manual "augmentation/" supplement for 5e; a ...
But good rarely sells to D&Ders...My guess is that would sell like hot-cakes. .
The pre-errata optimized lockdown orbizard build (Sounds like the kind of thing you're alluding two) in an optimized party whiteroom experiment, might pull off something of the kind (not sure what kind of cheese would gaurantee the needed hit, but natural 20s happen), but those errata dropped fairly early... before MM3, I think. And MM3 solos generally had action preservation of some sort.It was the level 35 solo version of Lollth, not the 25th level version.
Not just like - tactics had more mechanical depth, and attrition wasn't about reigning in class imbalance, and less critical to encounter difficulty.But I agree. A lot of it depends on circumstances, attrition, tactics. Just like 5E.
It can be unpredictably deadly at very low level, but, as in the classic game it evokes, there's a 'sweet spot' where you get the best play experience most readily. And, it's broader, now, than back in the day, IMHO, 3-12 or therebouts, rather than 3e's 1-6 or 1e's 3-8.5E isn't even viable at low levels; it's way too easy. I haven't played high levels, but I imagine it's a complete joke above 10th level.
Yep, much like it was in 3e, or like a same-level Solo vs the assumed party of 5 in 4e.The guidelines say that a monster with a CR equal to party level is a medium encounter for a group of 4. So a viable one but not serious threat to the group.
ProbablyIt seems like it would definitely behoove WotC to create a Monster Manual "augmentation/" supplement for 5e; a book of Effects/Riders, Actions, Reactions, Bonus Actions (etc) that are created for various genre of opponents and are siloed into "CR pools" which then tells GMs what adding this does to CR and xp. My guess is that would sell like hot-cakes.
Yep.Come on. I did use the word 'tangibly.' There is no in-game effect she has for her troops, unlike a lot of other military leader types in the MM and VGTM. If they had just described her as a brute or shock trooper in this edition, it would be much less of an issue.
Don't mind Sacrosanct - he's the lazy designer's dream customer. Instead of properly designing a high level creature with actual powers and abilities, he's content if the designer just gives it a high INT score.Oh and spare me the INT score argument. WotC themselves admit it has no effect on CR unless it increases damage somehow. I call bull on anyone who claims they know how to properly differentiate tactics between a 14 INT creature and a 17 INT creature; usually such people have an over-inflated sense of their own INT score...
A good example of apologists at work. Nothing will deter them from viewing any argument in the brightest light possible. It's always us bad DMs fault. Never the company designers, who we pay money.The sales prove that having over-simplified monsters and CR guidelines that don't really work was a good move? Come on, man, there's some serious logic issues with that. I tend to think 5e is doing really well for lots of other reasons myself; making monsters into bag-o-hp and not providing all the relevant info in their stat blocks (a nightmare editing issue for spell-using monsters) are not amongst them.
Another well put post.5e is great for a bunch of reasons, and I doubt I could play a previous version without importing some 5e "hacks." Having said that, the game officially goes to level 20, and with the wisdom of 40 years and 4 editions preceding it, I wish it worked better out of the box at those levels. Instead, in a lot of ways, it works less well than some previous editions.
You could say it's "broken" at first level, because all notions of balance and fairness are thrown out the window - the second your DM rolls a 20 on a monster attack, you're probably dead, and there's almost nothing you can do about it.5E isn't even viable at low levels; it's way too easy. I haven't played high levels, but I imagine it's a complete joke above 10th level.
A good fun reply, but just to be serious for a sec:You do know there's this guy called a DM that has quite a bit of control over difficulty, right? That you could say "Please Mr DM could we have more of a challenge next time?" in a bad fake cockney accent.
Last time I ran a game, most of the party was bloody, various people were unconscious at various times and several hundred points of healing was doled out. I'll have to ask my players some time if it's "way too easy" at 15th level.