DarkCrisis
Let her cook.
Interesting how one person can read something and get a totally different impression than intended. I thought it came off more "Hooray 2E!"You were complaining before I asked questions though:
Interesting how one person can read something and get a totally different impression than intended. I thought it came off more "Hooray 2E!"You were complaining before I asked questions though:
Oh, I agree that how DMs run 5e and how it was designed are far out of whack.That's not how people play because gameplay is limited by the constraints of how long those encounters take & how long a session lasts. Sure you can spread that out over multiple sessions but the rest mechanics are structured to be easy for players to force through no matter what the GM throws out shy of outright Fiat & the party is still able to trivially blaze through all of the prior filler encounters with ease up until the last fight or two. When the default assumptions fail to account for realities of things like table & session time in any way shy of throwing it to the GM to solve those default assumptions are a failure of design.
It's one of the reasons I use the gritty rest rules with a short rest being overnight and a long rest being several days (typically a week unless they pay for "spa" treatment).Only if the PC can't quickly recover those hit points and-or resources. Otherwise, it's a nothingburger.
With 0e-1e-2e it was possible to whittle a character or party down a little bit at a time through ongoing attrition - a trap here, a seemingly-trivial encounter there, etc. - faster than they could recover; eventually forcing a choice between pressing on weakened or stopping for a few days to rest. And that's including the presence of Clerical healing - often it wasn't/isn't enough.
Now, with recovery so much faster and easier, that model has largely Gone Away. If you can't whack them down quickly, they get (almost) everything back.
The point isn't necessarily to severely damage or kill the PCs right now, it's to weaken/delay/annoy them just that little bit more such that they're easier to kill later if they keep going. Death by a thousand cuts.
Right? I've had to dial back encounters more than a few times. Haven't had any TPKs (because of dialing back), but I actively work to avoid them (except in the case of climatic battles) because I don't think that's particulary fun for either me as the DM or for the players.This again?
I have no problem with 5E, other than I don't get to play it enough. I've never had a problem challenging players in the current version, and have had several character deaths and at least one TPK.
That's stretching the definition of "Monty Haul" beyond its actual meaning, though.In my case "Monty Haul" isn't just gold and magic items. It's getting any kind of reward for minimal effort. This can be XP, Levels, Titles, Story Developments, or - heck - even the reward of playing the game itself. Most of the time my players can pass through on auto-pilot, halfway paying attention to the plot, combats, etc. They're still rewarded with the game continuing on as if they had played masterfully, using every resource, been thoroughly engaged, etc.
No, not my experience. I’ve had 3 characters die in the last 18 months of playI'm sure most of you are familiar with the expression of the "Monty Haul" style game.
(In case you're not, here's a link to an article: Monty Haul)
Specifically, looking at the 1990 "Campaign Sourcebook and Catacomb Guide" definition: "a 'giveaway' campaign in which the players receive treasure and experience disproportionate to the dangers they overcome."
Is there any "danger" inherent in 5E? In my two groups currently playing 5E, I have the following:
- A 3rd level party that functions around 7th level.
- A 7th level party that functions around 14th level.
Any time I give them XP or treasure, it doesn't feel "earned." More importantly, it doesn't feel "needed."
- Why worry about an extra +1 to hit when you already destroy anything the DM throws at you?
- An extra 6 HP when you don't even drop to half health in a routine combat?
- What incentive could there be for playing smart when every battle can be won with standard operating procedures? (It's not important to exploit a creature's weakness when you're going to be able to kill it with ease anyway.)