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General Tabletop Discussion
*Dungeons & Dragons
last encounter was totally one-sided
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<blockquote data-quote="mpwylie" data-source="post: 6971211" data-attributes="member: 6802655"><p>Sorry, Base "solution" was probably not the best choice of words but I couldn't come up with a better one. It's not a "solution" but it is a set of assumptions and guidelines that if implemented, do work. Now D&D is a game with a quite a lot of variables so using the stock monsters, the base assumptions, and guidelines you may not hit the bulls eye ever time, but you will hit the target. But if you mess with even 1 of those things, it has drastic repercussions. But it's also very easy to anticipate the effects of deviation from those assumptions and tweak to mitigate. New folks can start with the base assumptions and play the game. As they play and learn they may slowly veer away from those assumptions but they should also have learned enough to mitigate them. It's likely the root of the whole issue, people coming in and not using the assumptions to start and not having enough experience in the system to recognize and account for it.</p><p></p><p></p><p></p><p>IDK, I guess that's the difference, and you are likely right. Optimizing in the 3.x/PF sense was taking skills for a mathmatical advantage. for a 5e DM, optimizing is about encounter design and playing your monsters optimally. I don't want "to challenge PCs head-to-head may the best number-cruncher win", I want "Challenge the PCs head-to-head, may the best strategist/tactician win(Except of course I always want my players to win<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )". Math is easy, strategy is not.</p></blockquote><p></p>
[QUOTE="mpwylie, post: 6971211, member: 6802655"] Sorry, Base "solution" was probably not the best choice of words but I couldn't come up with a better one. It's not a "solution" but it is a set of assumptions and guidelines that if implemented, do work. Now D&D is a game with a quite a lot of variables so using the stock monsters, the base assumptions, and guidelines you may not hit the bulls eye ever time, but you will hit the target. But if you mess with even 1 of those things, it has drastic repercussions. But it's also very easy to anticipate the effects of deviation from those assumptions and tweak to mitigate. New folks can start with the base assumptions and play the game. As they play and learn they may slowly veer away from those assumptions but they should also have learned enough to mitigate them. It's likely the root of the whole issue, people coming in and not using the assumptions to start and not having enough experience in the system to recognize and account for it. IDK, I guess that's the difference, and you are likely right. Optimizing in the 3.x/PF sense was taking skills for a mathmatical advantage. for a 5e DM, optimizing is about encounter design and playing your monsters optimally. I don't want "to challenge PCs head-to-head may the best number-cruncher win", I want "Challenge the PCs head-to-head, may the best strategist/tactician win(Except of course I always want my players to win:) )". Math is easy, strategy is not. [/QUOTE]
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