Helldritch
Hero
@Celtavian
I am well aware of the power of sharp shooter feat. It ignores all covers save full.
We have a 31 page thread. 5ed has its draw back. It is clear throughout the thread that I believe that this edition fails around level 15 (sooner if the DM does nothing). But the 5ed works a lot more than previous ones.
And feats are not the only options you can take to give more powers to the players. Inspiration, Hero points, Flanking, Diagonal movement, Facing, Fire arms and Hitting cover. All these are used at my table. Some give a lot of punch to the heroes. Hitting covers makes the Sharp Shooter and Spell Sniper feats mandatory as you can really hit your friends. (yes I have a feat tax)
If you want to play a game out of the box and hope it will go smoothly without any glitches, go back to WoW and other videogames because no table RPG will give you that.
A DM must prepare.
A DM Has to know his players, the system, the rules and everything that goes into the game.
A DM must prepare
A DM must make simulations to see if what he chose could be working as intended. Of course he can't make a simulation out of every combat, but only a few critical ones.
A DM must prepare
Yes that takes time, dedication and a certain mindset. Guess what? I like it that way. Do I have 10 hours of prep per games? Not always, my years of experience give me an edge over a young DM here. But even with all these years I take about 2 to 3 hours per sessions in preperation. That preparation can go up to (but is not limited to) customizing monsters, treasures, vilains and much more to the tastes and powers of my players.
A DM must adapt.
A DM must adapt to his players, their characters and the interactions they have between them and their environment.
RPGs have an edge over vid games in that they are flexible. You can do absolutely anything and it will work, or not. But you can at least try to do it. In vid games, when you are at the edge of the world, you are litteraly at the edge of the world. You can not do what is not programmed. In RPG you have consequences to your actions. You just can't load your last save.
All that flexibility has a cost. A DM must prepare, adapt and give of his time. It is a very demanding job that only mature players and other DM will understand.
Why do you think SSs feats and the GWM feat do work in my games? Simply because I have modified some of the monsters to better against group of 6 players. Even a group of 5 starts to throw the maths off. How do I know? In my young years I had a group of 12 in 1ed. I quickly learned that a group of 6 players is the absolute limit on fun and efficiency. But in all editions, a group of 6 has always been hard to manage.
It is by doing simulations that I saw the flaws of the 5ed. Was I shocked? Was I disapointed? Nope. I was expecting it simply because all systems break down at some point. Without feats the break point of 5ed is around level 15. Not because of the system itself but because of the sheer number of options the players will have anyways. Add in feats and some or all other possible options in the DM and you get a power swing never seen before in D&D. You have to make modifications to some monsters. And guess what? That is where symmetry comes in. What you give the players, you give the monsters. Guess what? It works great! At least at my table.
Is 5ed a bad edition? Nope again. It is probably the best one ever. Goblins and orcs and all low level monsters stay relevant even at high level. We can now have a scene at la "Lord of the ring" where high level characters will flee before a horde of them. In other edition the character would simply stay there and slaughter the humanoids. 5ed is really good.
300 orcs and 6 15th level players... pre 5ed. We kill 'hem all! ROYAL RUMBLE!
5ed... We get the message boss. Let's get out of here now!
Yep, 5ed is really good.
I am well aware of the power of sharp shooter feat. It ignores all covers save full.
We have a 31 page thread. 5ed has its draw back. It is clear throughout the thread that I believe that this edition fails around level 15 (sooner if the DM does nothing). But the 5ed works a lot more than previous ones.
And feats are not the only options you can take to give more powers to the players. Inspiration, Hero points, Flanking, Diagonal movement, Facing, Fire arms and Hitting cover. All these are used at my table. Some give a lot of punch to the heroes. Hitting covers makes the Sharp Shooter and Spell Sniper feats mandatory as you can really hit your friends. (yes I have a feat tax)
If you want to play a game out of the box and hope it will go smoothly without any glitches, go back to WoW and other videogames because no table RPG will give you that.
A DM must prepare.
A DM Has to know his players, the system, the rules and everything that goes into the game.
A DM must prepare
A DM must make simulations to see if what he chose could be working as intended. Of course he can't make a simulation out of every combat, but only a few critical ones.
A DM must prepare
Yes that takes time, dedication and a certain mindset. Guess what? I like it that way. Do I have 10 hours of prep per games? Not always, my years of experience give me an edge over a young DM here. But even with all these years I take about 2 to 3 hours per sessions in preperation. That preparation can go up to (but is not limited to) customizing monsters, treasures, vilains and much more to the tastes and powers of my players.
A DM must adapt.
A DM must adapt to his players, their characters and the interactions they have between them and their environment.
RPGs have an edge over vid games in that they are flexible. You can do absolutely anything and it will work, or not. But you can at least try to do it. In vid games, when you are at the edge of the world, you are litteraly at the edge of the world. You can not do what is not programmed. In RPG you have consequences to your actions. You just can't load your last save.
All that flexibility has a cost. A DM must prepare, adapt and give of his time. It is a very demanding job that only mature players and other DM will understand.
Why do you think SSs feats and the GWM feat do work in my games? Simply because I have modified some of the monsters to better against group of 6 players. Even a group of 5 starts to throw the maths off. How do I know? In my young years I had a group of 12 in 1ed. I quickly learned that a group of 6 players is the absolute limit on fun and efficiency. But in all editions, a group of 6 has always been hard to manage.
It is by doing simulations that I saw the flaws of the 5ed. Was I shocked? Was I disapointed? Nope. I was expecting it simply because all systems break down at some point. Without feats the break point of 5ed is around level 15. Not because of the system itself but because of the sheer number of options the players will have anyways. Add in feats and some or all other possible options in the DM and you get a power swing never seen before in D&D. You have to make modifications to some monsters. And guess what? That is where symmetry comes in. What you give the players, you give the monsters. Guess what? It works great! At least at my table.
Is 5ed a bad edition? Nope again. It is probably the best one ever. Goblins and orcs and all low level monsters stay relevant even at high level. We can now have a scene at la "Lord of the ring" where high level characters will flee before a horde of them. In other edition the character would simply stay there and slaughter the humanoids. 5ed is really good.
300 orcs and 6 15th level players... pre 5ed. We kill 'hem all! ROYAL RUMBLE!
5ed... We get the message boss. Let's get out of here now!
Yep, 5ed is really good.