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D&D General Let's Talk About How to "Fix" D&D

Reynard

Legend
Supporter
I track in-world game time very carefully, and not just during encounters. How long it takes PCs to get from point A to point B could easily impact the adventure and what they encounter when they arrive.

I track time during dungeon crawls so I know when longer spells (See Invisibility and even Mage Armor) run out.

I use the old 10-minute turn-based counter (a d6) and a d12 for an hour counter, whenever either are appropriate, otherwise I just keep a mental estimate of elapsed time.

But, our groups also track things strictly like encumbrance, rations, weather conditions, etc. to make sure the PC can do the things they want. If weather is rough (like blizzards in Frostmaiden) it can easily affect an encounter (ranged attacks, encounter distance, etc.). This is more important at lower levels, of course, but can still impact game play at higher levels as well.
Nice. It's a rare way to play these days and I kind of miss it.

So, then the "one fights" are typically Hard or Deadly I would think? It overcomes the more trivial easy and some moderate encounters, which otherwise exist (outside of story reasons) simply for the sake of resource attrition. I've considered that myself.
I run a lot at conventions and I usually run an ongoing sandbox game (one year I did 6 sessions of Isle of Dread in 5E for example). It turns out that in a 4 hour slot that includes people choosing characters, a break or two and the sorts of tomfoolery you find at a convention table, there is always a good bit of exploration, a few skill challenges, perhaps a trivial fight and very often a single big, dynamic battle (with dinosaurs! in this case). Which, for me, is a perfectly fine mix. But even at mid levels 5E characters can really bring the hurt if they feel free to nova.
 

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dave2008

Legend
Regarding solo monsters:
  1. The mythic template from Theros gets to half o the problem at least (the monster has staying power), but...
  2. I agree they need to hit harder. Simple solution is have monsters do max damage. If you want to keep CR the same, reduce the # of attacks and increase damage accordingly.
  3. Also, have monsters inflict conditions other than hit point damage. things that slow them down or rob them of some actions can be more frustrating / interesting than straight damage.
 

DND_Reborn

The High Aldwin
Hit Points are the problem. I will come back later when I have more time to expand on that and give my groups solution.
I'll check it out when I get home from work! I agree hit points are too abstract from my tastes, but I've yet to find an alternative I find elegant enough to replace them.

Nice. It's a rare way to play these days and I kind of miss it.
I'm old school. ;)

For example, the PCs on Saturday's game found some mundane "treasure" which included a climber's kit (two actually, they sold one) and the dwarf rogue (STR 11) had to figure out what to dump to keep his encumbrance under 55 lbs. Due to the 12-lb weight of the kit IIRC, he had to shed some gear and give it to others to carry for him.

While many players of 5E find such considerations boring or tedious, we enjoy it primarily because it lends a sense of realism to our games, which makes the fantasy of the game that much more special and enjoyable IME.
 

Mistwell

Crusty Old Meatwad (he/him)
For example, one thing in 5E that I really find to be a problem as a GM is how poorly the action economy is balanced for "solo" creatures. A PC party of 4 or 5 characters punches WAY above its weight class against solo monsters, even in Lairs and with legendary actions. A good part of this has to do with the 5E math -- solo monsters don't hit especially hard and so they aren't terrifying in that "stay away from it or you're dead!" feeling that helps keep the PCs at bay. On top of it, PCs can really pump out a lot of damage when they want to and solos, which are usually just big bags of hit points, don't last long. All that said, the fight against one massive foe is a fantasy staple and I want it to work -- and not just for epic boss battles. There's no reason a random encounter with a giant or whatever shouldn't be viable, too.
I solved this problem using the existing rules of legendary creatures and lairs with lair actions. I have not found that legendary solos with lairs with lair actions is an issue or that 4-5 PCs punch WAY above their weight class against solos with legendary actions and lair actions.
 






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