MichaelSomething
Legend
Dungeons and Dragons isn't a Monty Haul, it's a power fantasy! Though that might be splitting hairs at this point.
We rarely do a long rest at the end of every session for ongoing campaigns. You don’t have a lot of choice with AL games, but even in our ToA game we don't. If someone can't make it to a session we just kind of hand wave it.Maybe part of the problem I'm running into with my 5e group is that we have short sessions. I regularly run for 2-3 hours on a VTT, just to fit everyone's schedules on a weeknight (since weekends aren't possible). That means that if I follow the guidelines for how many encounters in a day I'm supposed to have (according to the RAW), it can take us 4+ sessions to get through a single adventuring day. That severely bogs down play. It spaces out story beats in the campaign. It creates a long time IRL to recharge your character's cool abilities.
So I prefer more intense, concentrated battles than the fights that don't really matter to the campaign overall. A pack of giant rats that can nibble off 10% of the party's HP and other resources is not satisfying because it ends up expending around 50% of the players' time for the weekly session (after you account for placing tokens, putting things on a battlegrid, rolling and ordering Initiative, and managing "cleanup" among the characters after the fight.)
If I were playing weekly for 4-5 hours a session like I did when I was a college student - then yeah, I could run that kind of game. Now, it's more of a chore of meaningless tasks. I'd rather get into the story, exploration, and encounters that challenge the players and their characters while doing the double duty of advancing the plot or enriching their discovery of the campaign world.
So I need something more like an average of 3 fights per day.
Games that focus on resource attrition aren't fun when our real life most precious resource (time) erodes more quickly than the characters' spells, torches, and hit points.
Heh heh... I think what you say here is the exact fulcrum upon which both sides get separated.If characters are known by the players to be immortal then what's stopping them from wrecking the game by doing things that would otherwise be suicidal; and in so doing completely shattering any sort of believability?
When I see questions like this, it often turns out that the problem isn't what the original poster thinks it is. What is a victory for your PCs? What is a loss? I think those are the questions you need to readdress in order to get the quality of game you seek. It isn't that Monty Haul is a problem - it is that you're not experiencing a broad enough diversity in games.I'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.)
Yeah, @Lanefan runs a very different game than I ever have even going back to ye olden days. It's not that people can't die in my campaigns, death is always on the table. On the other hand I discuss rate of death in a session 0 and my default is that death is unlikely. Most people enjoy the character development over time.Heh heh... I think what you say here is the exact fulcrum upon which both sides get separated.
In your case... characters that can't die shatter the believability of the game and thus the game is wrecked. Whereas on my side... all characters dying all the time wreck any sort of cohesive longterm narrative and story and thus the game is wrecked. With both sides absolutely correct in their opinions on the matter.
And thus never the twain shall meet.![]()
My 5 level 7 PCs light up like a Christmas tree if you Detect Magic.
You aren't wrong that it's primarily a design choice to tune for that many combats. BA is linked to it through how tho vs supporting it actively create problems resisting efforts to shift the. Umber down. Magic items can't be withheld to force more resource expenditure because they aren't needed at all for example. Using tougher monsters works at low levels where BA is still working OK... At higher levels though players are so far past the expectations of BA that it just causes combat to slog from giant HP pools on monsters that aren't much of a threat and it still doesn't burn much.I am thinking some of those may be independent 5e issues not saying not issues but I am not thinking they map to bounded accuracy .... the encounters per adventuring day issue for instance could you focus fire how that one is BA related?
I mean potentially swingy encounters because the d20 has functionally twice or more times the impact compared to skills or player choices etc than a previous edition(s) has probably makes CR less reliable than it might have a chance to be.
Some of them are,but it is a small minority. About 20% or so. Most of the campaigns I play characters can never even afford plate unless they pool their money to do it.I'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)