Scorpio616
First Post
Very good to see an expected number of short rests called out.
Very good to see an expected number of short rests called out.
Nothing was changed as far as I see, they just added the last two sections about how to make combat more fun and how to adjust difficulty based on special circumstances.
Actually, no, I don't agree. It seems like it was formatted to be more concise, but the content appears pretty much the same to me.
That had been my thought. There's been a decent amount of editing, but at a glance (aside from the few previously mentioned additions) I didn't notice huge differences. I'm still really not sure how I feel about the encounter building guidelines. I'm not a huge fan of encounter guidelines in general, but I know some people really want them and I wonder if these will leave those people satisfied.
It's ridiculous that they made such a big deal about bounded accuracy and the increased threat from low-level monsters, and now they're basically saying that, while you should keep it in mind so you don't kill the whole party, it's not such a big deal that you should actually reward your players accordingly.
It's ridiculous that they made such a big deal about bounded accuracy and the increased threat from low-level monsters, and now they're basically saying that, while you should keep it in mind so you don't kill the whole party, it's not such a big deal that you should actually reward your players accordingly.
I understand that, and I certainly will. I just think it sends the wrong message to have this written in the rules. (By the way, I'm only referring to XP rewards in my rant, not treasure.)From a gamist perspective, certainly more risk = more reward. Feel free to bump your rewards as needed. The DM gestapo has been disbanded.
Step 4 of "Evaluating Encounter Difficulty" is still way off base IMO.
It's basically saying, "The risks for this encounter are significantly higher than you'd expect, but we don't see any reason to increase the rewards."
(Oops, just ninjaed on that. )don’t count any monsters whose challenge rating is significantly below the average challenge rating of the other monsters in the group unless you think the weak monsters significantly contribute to the difficulty of the encounter.
One huge change that was made is how the easy, medium, hard, and deadly xp thresholds are used in encounter building.
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