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<blockquote data-quote="Sunseeker" data-source="post: 7726843"><p>I mean, sure, ideally <em>every</em> fight should matter, but realistically, you're going to fight some groups of kobolds and orcs and wolves at low level for simple fact that that's what you've got to deal with at those levels. Low-level play is conceptually different I think in some ways to high-level play, and I'm not saying high-level play should be Castles & Kingdoms either. The threats you deal with, the events you resolve, the people you help, it scales with your level. You're simply not saving kingdoms and planets as low level adventurers, you're j</p><p></p><p></p><p>Totally agree there, though it seems they've managed to keep up the quality, which is nice.</p><p></p><p></p><p>Yeah, it's unfortunate how fans are willing to do that.</p><p></p><p></p><p>I am not familiar, explain?</p><p></p><p></p><p>I suppose I don't see the need for the dice for that. Good or bad turns of events can be entirely replicated with solid roleplay.</p><p></p><p></p><p>*shrug* maybe it was just the way we played, maybe it's the way we've always played. Contextually, I've always disliked high-level combat. The implications of the general power level of the player character call for something more than the books offered. But it was still the easiest to manage.</p><p></p><p></p><p>I know, it's why I wish I could get more people into 4E. It's so easy! Even from a play perspective I find 4E dramatically easier. </p><p></p><p></p><p>Actually, I was thinking that with fights of more significance, they would simply be larger, singular fights.</p><p>Take MMO dungeon design. Clearing the trash before the boss is what you do at low levels. Fighting the boss is what you would do at high levels. IMO. It's a longer, more complex fight that involves a drastically higher amount of power on both sides, and utilizing a variety of mechanics to keep people on their toes and burning resources.</p><p></p><p></p><p>The spell-point system is probably the closest D&D ever came to a "mana bar" and frankly...I wish they had kept it! It makes so much more sense to me to have developed a certain "well" of power over your years as a caster such that you can either cast a lot of small things, a few big things, or bix it up as you feel the need. I understand why this is unbalancing (imagine casting 9+ 9th-level spells in a row!) but I certainly find such a system far more attractive and coherent than the spell-slot system.</p><p></p><p>Or at least I wish they'd mixed it up a bit, ya know some classes using one system, other classes using another. Again..difficult to balance, but much more interesting.</p><p></p><p></p><p>It's not that you shouldn't ever fight a squad of Archons at high level because you happen to be Hell's invading force against Heaven, it's just that these are powerful, sentient, magical creatures you're fighting. That's so much <em>more</em> everything than fighting packs of wolves, bands of kobolds or groups of bandits. </p><p></p><p>I may come from a more video-gaming perspective, but I think it's an area D&D is sorely missing out on in order to appease certain groups of people who believe that TTRPGs are somehow "different" from their digital counterparts. The idea of "solo" and "elite" and "solo elite" monsters in 4e was a very solid design decision, and I feel that 5E D&D lacks something from its absence.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7726843"] I mean, sure, ideally [I]every[/I] fight should matter, but realistically, you're going to fight some groups of kobolds and orcs and wolves at low level for simple fact that that's what you've got to deal with at those levels. Low-level play is conceptually different I think in some ways to high-level play, and I'm not saying high-level play should be Castles & Kingdoms either. The threats you deal with, the events you resolve, the people you help, it scales with your level. You're simply not saving kingdoms and planets as low level adventurers, you're j Totally agree there, though it seems they've managed to keep up the quality, which is nice. Yeah, it's unfortunate how fans are willing to do that. I am not familiar, explain? I suppose I don't see the need for the dice for that. Good or bad turns of events can be entirely replicated with solid roleplay. *shrug* maybe it was just the way we played, maybe it's the way we've always played. Contextually, I've always disliked high-level combat. The implications of the general power level of the player character call for something more than the books offered. But it was still the easiest to manage. I know, it's why I wish I could get more people into 4E. It's so easy! Even from a play perspective I find 4E dramatically easier. Actually, I was thinking that with fights of more significance, they would simply be larger, singular fights. Take MMO dungeon design. Clearing the trash before the boss is what you do at low levels. Fighting the boss is what you would do at high levels. IMO. It's a longer, more complex fight that involves a drastically higher amount of power on both sides, and utilizing a variety of mechanics to keep people on their toes and burning resources. The spell-point system is probably the closest D&D ever came to a "mana bar" and frankly...I wish they had kept it! It makes so much more sense to me to have developed a certain "well" of power over your years as a caster such that you can either cast a lot of small things, a few big things, or bix it up as you feel the need. I understand why this is unbalancing (imagine casting 9+ 9th-level spells in a row!) but I certainly find such a system far more attractive and coherent than the spell-slot system. Or at least I wish they'd mixed it up a bit, ya know some classes using one system, other classes using another. Again..difficult to balance, but much more interesting. It's not that you shouldn't ever fight a squad of Archons at high level because you happen to be Hell's invading force against Heaven, it's just that these are powerful, sentient, magical creatures you're fighting. That's so much [I]more[/I] everything than fighting packs of wolves, bands of kobolds or groups of bandits. I may come from a more video-gaming perspective, but I think it's an area D&D is sorely missing out on in order to appease certain groups of people who believe that TTRPGs are somehow "different" from their digital counterparts. The idea of "solo" and "elite" and "solo elite" monsters in 4e was a very solid design decision, and I feel that 5E D&D lacks something from its absence. [/QUOTE]
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