A climactic battle should be long enough to actually evoke a feeling of grandeur and culmination. 5 minutes is about everybody sets up and the Wizard casts a Save or Die, which the save is failed, and then the looting commences.
A climactic battle should be long enough to actually evoke a feeling of grandeur and culmination. 5 minutes is about everybody sets up and the Wizard casts a Save or Die, which the save is failed, and then the looting commences.
A climactic battle should be long enough to actually evoke a feeling of grandeur and culmination. 5 minutes is about everybody sets up and the Wizard casts a Save or Die, which the save is failed, and then the looting commences.
That implies the actual battle was about a minute, maybe two.
The article takes an edition war cheap shot with the "4e entitlement" comment and then Shea has comments turned off to avoid edition wars? I'm disappointed in you, Mike.
You could say that a 4e player may have certain "assumptions" about encounter balance based on how such things were handled in 4e. And they found those assumptions were mistaken when playing 5e.
But to use the term "entitled" is derogatory. It implies they are naive or stupid, expecting something they don't "deserve". If that truly is the attitude of your players, SlyFlourish, then thats YOUR failure as their DM.
I played old school. I crushed B1 back in the day through clever play and tactics. I survived original Tomb of Horrors. I have TPKed parties in 4e as well. I assure you, none of my 4e players feel "entitled" to anything.
My enjoyment of 4e doesn't come because I feel "entitled" to anything other than having a good time with my friends. I like 4e because I like playing a well-designed balanced game that encourages cinematic heroics and smart tactical game play. I expect I will enjoy 5e as well. But I don't need to tear down another edition or the people who like it to say that.
Yes, it was over too quickly with the information we were given.
The information given is too little to form any kind of impression based on the event itself. Some questions
- What level were the characters?
- How many PCs were in the fight?
- How many enemies?
- What were the goals of the PCs?
- What were the goals of the enemies?
- What were the conditions under which the fight ended?
- Did the players enjoy the fight (or did they think it was rushed)?
- How many rounds did the combat last?
- How many critical hits did the PCs score?
- Who won initiative?
- Was there a pit of lava on the battlefield?
Simply put, there is not enough information provided by the article to determine if the fight was a success or not, whether the players enjoyed it or not, or if it was climactic or not.
“No problem, I only have one boss battle to run.”
Mike Shea "Initial Impressions of the New D&D" said:Flattening Power Progression
As described in the charting the course seminar, D&D’s new math is flatter. This means that these 5% bonuses might be farther and fewer across levels. Now lower level monsters can still hit you and you might miss them. It means that skill checks no longer seem impossible at lower levels and stupid easy at higher levels.
This flattening of the math not only helps ensure a greater balance across levels in the game, but opens up a much wider range of choices for players since they don’t feel stuck using only the things in which they specialized.
Mike Shea "Initial Impressions of the New D&D" said:Every version of D&D played well at lower levels but in six versions of D&D, high level play seems to fall apart. Only later will we see whether high level play keeps player challenge balanced, the game running fast, and remains fun for both players and DMs.