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last encounter was totally one-sided
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<blockquote data-quote="Sacrosanct" data-source="post: 6970620" data-attributes="member: 15700"><p>To be honest, judging by what you have describe your own playstyle being, as someone who hasn't played some of those adventure paths yet, you have not convinced me that they are poorly designed adventures. What I mean, is that by your own description of your playstyle, you don't take hardly any time to prepare your adventure, and seem to treat monsters and NPCs like pieces on a static game board who can't think for themselves, but rather play the game like an arena boardgame. I said this before. If that's what you want and have fun doing, more power to you. But you <em>really</em> need to stop accusing the game of being poorly designed when <em>you</em> are playing in a style that deviates from the expectation, because when you (or anyone) does that, <em>you</em> as the DM need to make adjustments to do so.</p><p></p><p></p><p></p><p>People believe it because it does. One thing I've noticed that you and Celtavian have completely ignored or not taken into consideration is that the # of encounters is largely driven my player decisions. You keep assuming that the game should flash a red light and throw a big sign telling you "Stop and rest now, your encounter limit has been reached!" That's simply not true. The game is meant to be organic in play, with monsters and NPCs acting like real living beings that make decisions based on what the party is doing. And the progress of the adventure is largely based on party decisions. That means you're going to be all over the place, because:</p><p></p><p>* sometimes the party might have an opportunity to rest after only three encounters and they take it.</p><p>* sometimes the party has had six encounters and wants to rest, but they've alerted the rest of the dungeon/temple/fort and can't rest </p><p>* sometimes there's a time limit to accomplish the mission, and they might have a dozen encounters</p><p>etc, etc</p><p></p><p>The point is that on average, including things like random encounters, most groups will have 6-8 in an adventuring day. I cannot stress this enough, but if <em>you</em> as the DM don't play the monsters/NPCs like they would actually behave (like the monsters in the room down the hall completely ignoring the sounds of battle and just sitting there until the party enters the room) and let the party rest whenever they want, then of course that number will be less. But again, that's not on the game, that's on <em>your</em> playstyle</p><p></p><p></p><p></p><p>Ridiculous. I'm a veteran player of over 35 years. So is Heldritch. They didn't drop the ball. You're just not willing to run the game as an actual role-playing game instead of a boardgame, and you have no desire to prepare yourself as the DM to even know what your monsters/NPC can do. This is by your own admission in the OP by how you described your sessions.</p><p></p><p></p><p></p><p>Don't hold your breath. Mearls has already said a long time ago, "No rule will fix a broken player." So don't expect them to create more rules to hold your hand because you can't be bothered to prep as a DM. You think the monsters have been designed by newbies? More likely, they are designed by people who understand that most DMs (regardless of experience) will play those monsters like a monster would actually behave in the game. Monsters have stats like INT and WIS, and they're not just there for saving throw modifiers. They are there to tell you how to play them in the game; how they would plan, react, and handle PCs.</p><p></p><p>You continue to attack the design team and absolutely refuse to acknowledge your own contributions to your problems despite several people explaining exactly why you had the problems you did. So stop blaming them, stop personally attacking them as incompetent, and stop trying to position yourself as a veteran and if anyone disagrees with you, then they're incompetent/newb themselves.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6970620, member: 15700"] To be honest, judging by what you have describe your own playstyle being, as someone who hasn't played some of those adventure paths yet, you have not convinced me that they are poorly designed adventures. What I mean, is that by your own description of your playstyle, you don't take hardly any time to prepare your adventure, and seem to treat monsters and NPCs like pieces on a static game board who can't think for themselves, but rather play the game like an arena boardgame. I said this before. If that's what you want and have fun doing, more power to you. But you [i]really[/i] need to stop accusing the game of being poorly designed when [i]you[/i] are playing in a style that deviates from the expectation, because when you (or anyone) does that, [i]you[/i] as the DM need to make adjustments to do so. People believe it because it does. One thing I've noticed that you and Celtavian have completely ignored or not taken into consideration is that the # of encounters is largely driven my player decisions. You keep assuming that the game should flash a red light and throw a big sign telling you "Stop and rest now, your encounter limit has been reached!" That's simply not true. The game is meant to be organic in play, with monsters and NPCs acting like real living beings that make decisions based on what the party is doing. And the progress of the adventure is largely based on party decisions. That means you're going to be all over the place, because: * sometimes the party might have an opportunity to rest after only three encounters and they take it. * sometimes the party has had six encounters and wants to rest, but they've alerted the rest of the dungeon/temple/fort and can't rest * sometimes there's a time limit to accomplish the mission, and they might have a dozen encounters etc, etc The point is that on average, including things like random encounters, most groups will have 6-8 in an adventuring day. I cannot stress this enough, but if [i]you[/i] as the DM don't play the monsters/NPCs like they would actually behave (like the monsters in the room down the hall completely ignoring the sounds of battle and just sitting there until the party enters the room) and let the party rest whenever they want, then of course that number will be less. But again, that's not on the game, that's on [i]your[/i] playstyle Ridiculous. I'm a veteran player of over 35 years. So is Heldritch. They didn't drop the ball. You're just not willing to run the game as an actual role-playing game instead of a boardgame, and you have no desire to prepare yourself as the DM to even know what your monsters/NPC can do. This is by your own admission in the OP by how you described your sessions. Don't hold your breath. Mearls has already said a long time ago, "No rule will fix a broken player." So don't expect them to create more rules to hold your hand because you can't be bothered to prep as a DM. You think the monsters have been designed by newbies? More likely, they are designed by people who understand that most DMs (regardless of experience) will play those monsters like a monster would actually behave in the game. Monsters have stats like INT and WIS, and they're not just there for saving throw modifiers. They are there to tell you how to play them in the game; how they would plan, react, and handle PCs. You continue to attack the design team and absolutely refuse to acknowledge your own contributions to your problems despite several people explaining exactly why you had the problems you did. So stop blaming them, stop personally attacking them as incompetent, and stop trying to position yourself as a veteran and if anyone disagrees with you, then they're incompetent/newb themselves. [/QUOTE]
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