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WhosDaDungeonMaster
Guest
UPDATE:
Well, my group play tested some combat and guess what, the Warlock used his staff to attack LOL. Granted, he used Eldrich Blast (?) several times as well, but not once engaged in melee. Anyway, I didn't even bring up the point, one of my players did: why do you get better at attacking but never at defending?
So, I took some time to explain the Bounded Accuracy concept. They sort of got it so I'll have to see how it goes when we play on Sunday.
Turns out they handle a single ogre with only slight problems (the Half-Orc Thief has to use his Resilient thing to recover to 1 hp), but then tried combat against seven goblins and three of the five characters DIED, and the fourth was at 0 HP but stable. Granted, there was a lot of bad luck: two characters went just negative enough on critical hits for massive damage death and the third rolled a 1 on a death save to go from a single failure to three on the same round she was about to get stabilized from a healer's kit.
I have to keep reading on the CR stuff to find out if these encounters are too much for 5 1st-level characters or not...
OP:
Hi, I've been playing D&D since Basic over thirty years ago. Played lots of AD&D and 2nd Ed, a little 3rd, then took a long break. Now, I am getting into 5E and just making characters with my players and having some issues. I am asking for feedback from experienced DMs in 5E because I see LOTS of game balance issues! For now, I'll just focus on a couple.
1. Fighters suck. This has pretty much always been the case in earlier editions, so I am not surprised, but in 5E they seem even worse than before. Tell me this, with the same stats and in normal clothing, why is a 20th-level fighter just as easy to hit as a 1st-level fighter??? Sure, the higher level guy might get a point or two of AC from feats, maybe his Dex is a bit better for another point or two, but that is basically it. Why don't the classes add some portion of their proficiency bonus to AC or something? After all, you get better at attacking (proficiency bonus increases) as levels increase, but no better at defending? Where is the logic in that?
2. Burning Hands: way too powerful! Hmm... AD&D Burning Hands: range 5', 1 point per level of the caster, no save. Now, 15' range, and 3d6 to every target (avg 10), save for half (not likely at lower levels). Without Con bonuses, a party of 1st-level characters in tight formation could be toasted by a single level one spell!
Now, I've noticed a lot of monsters have tons more HP than earlier counter-parts. Take Ogres for example: old version about 19 hp, now averages 59. So having a spell do more damage sort of makes sense, but against PCs at lower levels this seems potentially devastating.
So, am I just missing tons of stuff that will later show "Don't worry, it really is balanced."? I am sure others have expressed such concerns, so thanks for any feedback. Much appreciated.
Well, my group play tested some combat and guess what, the Warlock used his staff to attack LOL. Granted, he used Eldrich Blast (?) several times as well, but not once engaged in melee. Anyway, I didn't even bring up the point, one of my players did: why do you get better at attacking but never at defending?
So, I took some time to explain the Bounded Accuracy concept. They sort of got it so I'll have to see how it goes when we play on Sunday.
Turns out they handle a single ogre with only slight problems (the Half-Orc Thief has to use his Resilient thing to recover to 1 hp), but then tried combat against seven goblins and three of the five characters DIED, and the fourth was at 0 HP but stable. Granted, there was a lot of bad luck: two characters went just negative enough on critical hits for massive damage death and the third rolled a 1 on a death save to go from a single failure to three on the same round she was about to get stabilized from a healer's kit.
I have to keep reading on the CR stuff to find out if these encounters are too much for 5 1st-level characters or not...
OP:
Hi, I've been playing D&D since Basic over thirty years ago. Played lots of AD&D and 2nd Ed, a little 3rd, then took a long break. Now, I am getting into 5E and just making characters with my players and having some issues. I am asking for feedback from experienced DMs in 5E because I see LOTS of game balance issues! For now, I'll just focus on a couple.
1. Fighters suck. This has pretty much always been the case in earlier editions, so I am not surprised, but in 5E they seem even worse than before. Tell me this, with the same stats and in normal clothing, why is a 20th-level fighter just as easy to hit as a 1st-level fighter??? Sure, the higher level guy might get a point or two of AC from feats, maybe his Dex is a bit better for another point or two, but that is basically it. Why don't the classes add some portion of their proficiency bonus to AC or something? After all, you get better at attacking (proficiency bonus increases) as levels increase, but no better at defending? Where is the logic in that?
2. Burning Hands: way too powerful! Hmm... AD&D Burning Hands: range 5', 1 point per level of the caster, no save. Now, 15' range, and 3d6 to every target (avg 10), save for half (not likely at lower levels). Without Con bonuses, a party of 1st-level characters in tight formation could be toasted by a single level one spell!
Now, I've noticed a lot of monsters have tons more HP than earlier counter-parts. Take Ogres for example: old version about 19 hp, now averages 59. So having a spell do more damage sort of makes sense, but against PCs at lower levels this seems potentially devastating.
So, am I just missing tons of stuff that will later show "Don't worry, it really is balanced."? I am sure others have expressed such concerns, so thanks for any feedback. Much appreciated.
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