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General Tabletop Discussion
*Dungeons & Dragons
last encounter was totally one-sided
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<blockquote data-quote="Tony Vargas" data-source="post: 6971144" data-attributes="member: 996"><p>There's talent and/or experience involved in doing it well, and we tend to lose sight of that when we are blessed with a sufficiency of either or both. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>Well, not exactly. For one thing, there's hardly a 'base solution,' at all. There's some guidelines, they happen to assume 6-8 encounters (small/easy* & run TotM) and 2-3 short rests between long rests and no feats or MCing or magic items, but they're not hard-coded, you need to actively use them as the DM (and even then they're not terribly dependable, the onus of running a good game is very much on you, not the system).</p><p></p><p>A good enough (or "not too bad," I don't want to imply it's that rarefied a skill) DM can certainly make that work for new players. That's probably not a new DM, but, IMHO, the paradigm is new players playing with experienced players & DMs in organized play, first. It's just good for building the brand.</p><p></p><p>That was very true of 3.x & PF, which, I think, is where Celtavian's expectations came from. 5e is not a game that invites the DM to optimize, to challenge PCs head-to-head may the best number-cruncher win. Rather, 5e invites the DM to be arbitrary, to challenge the PCs just precisely as much as they need to be challenged to have fun. That can be a perplexing paradigm shift, I think.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>* "medium-to-hard" = 'easy' in this context.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6971144, member: 996"] There's talent and/or experience involved in doing it well, and we tend to lose sight of that when we are blessed with a sufficiency of either or both. ;) Well, not exactly. For one thing, there's hardly a 'base solution,' at all. There's some guidelines, they happen to assume 6-8 encounters (small/easy* & run TotM) and 2-3 short rests between long rests and no feats or MCing or magic items, but they're not hard-coded, you need to actively use them as the DM (and even then they're not terribly dependable, the onus of running a good game is very much on you, not the system). A good enough (or "not too bad," I don't want to imply it's that rarefied a skill) DM can certainly make that work for new players. That's probably not a new DM, but, IMHO, the paradigm is new players playing with experienced players & DMs in organized play, first. It's just good for building the brand. That was very true of 3.x & PF, which, I think, is where Celtavian's expectations came from. 5e is not a game that invites the DM to optimize, to challenge PCs head-to-head may the best number-cruncher win. Rather, 5e invites the DM to be arbitrary, to challenge the PCs just precisely as much as they need to be challenged to have fun. That can be a perplexing paradigm shift, I think. * "medium-to-hard" = 'easy' in this context. [/QUOTE]
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