Helldritch
Hero
Again the game can be played out of the box as it is.
Just like you can play leagues of legends. You might die a lot. You might not be the best in the world. But with practice and experience you can. Is that a design flaw?
StarCraft could be played out of the box. Some could steamroll the game's content other would have difficulties doing the first parts. Some were good enough to become world champions in tournament. A lot were not. Again a design flaw?
World of warcraft. Doing raids, pvp or many other things took a lot of time and practice. You can play right out of the box but higher content is for the dedicated that take the time to play, explore and practice. A design flaw?
Chess, again, a game that can be played out of the box. Yet you won't win every time. Design flaw?
A car can be ridden right out of the box. Yet not everyone can participate in F1 in Indi... Desing flaw?
High level play has always been a question of dedication, work and practice. That is true in any games. High level content is something that is not necessarily reached with ease. The play style needs to adjust for many factors. In D&D it means a lot of work for the DM. That is why you see a lot of games ending around level 15. That is the break point where experience is needed to be a better and to make better, challenging games for the players. The work involved can be enormous at first. Then as you get better and better, it will become an easy thing to do. It was so in all editions. 5ed is actualy easier to master as the math behind the power creep is relatively small (compared to 3e anyways).
You have trouble challenging your players at high level play? Don't blame the game. Start to re read the PHB, DMG and MM.
Here are a few advice.
1) Have an upto date copy of every character sheets.
2) Run simulations of encounters. Too easy? Adjust. Too hard Adjust.
3) Plan ahead the magic items your players will have. A plate +2? Not necessarily a good idea.
4) Use players' tactics against themselves. 20th level characters might become a lot less cocky when a ancient red dragon falls onto them with an anti-magic shell... Or a simple priest dispel all boosting magic on the GWM...
5) What the players can have so do monsters. Monsters can benefits from bless too. Or haste or whatever. A potion can be used by the monsters (especialy if intelligent). A hasted Pit fiend, Marilith etc.. can wreck havoc on a group.
All these take time and practice to master. Try them before complaining. I'm sure you can do it. I do this for two groups, 12 characters and yet, I have time for a full time job, my family and my friends. You can do that too. All it takes the will to try.
Just like you can play leagues of legends. You might die a lot. You might not be the best in the world. But with practice and experience you can. Is that a design flaw?
StarCraft could be played out of the box. Some could steamroll the game's content other would have difficulties doing the first parts. Some were good enough to become world champions in tournament. A lot were not. Again a design flaw?
World of warcraft. Doing raids, pvp or many other things took a lot of time and practice. You can play right out of the box but higher content is for the dedicated that take the time to play, explore and practice. A design flaw?
Chess, again, a game that can be played out of the box. Yet you won't win every time. Design flaw?
A car can be ridden right out of the box. Yet not everyone can participate in F1 in Indi... Desing flaw?
High level play has always been a question of dedication, work and practice. That is true in any games. High level content is something that is not necessarily reached with ease. The play style needs to adjust for many factors. In D&D it means a lot of work for the DM. That is why you see a lot of games ending around level 15. That is the break point where experience is needed to be a better and to make better, challenging games for the players. The work involved can be enormous at first. Then as you get better and better, it will become an easy thing to do. It was so in all editions. 5ed is actualy easier to master as the math behind the power creep is relatively small (compared to 3e anyways).
You have trouble challenging your players at high level play? Don't blame the game. Start to re read the PHB, DMG and MM.
Here are a few advice.
1) Have an upto date copy of every character sheets.
2) Run simulations of encounters. Too easy? Adjust. Too hard Adjust.
3) Plan ahead the magic items your players will have. A plate +2? Not necessarily a good idea.
4) Use players' tactics against themselves. 20th level characters might become a lot less cocky when a ancient red dragon falls onto them with an anti-magic shell... Or a simple priest dispel all boosting magic on the GWM...
5) What the players can have so do monsters. Monsters can benefits from bless too. Or haste or whatever. A potion can be used by the monsters (especialy if intelligent). A hasted Pit fiend, Marilith etc.. can wreck havoc on a group.
All these take time and practice to master. Try them before complaining. I'm sure you can do it. I do this for two groups, 12 characters and yet, I have time for a full time job, my family and my friends. You can do that too. All it takes the will to try.