Remathilis
Legend
So are most people's in this thread.And your opinion is pretty naughty word so...
So are most people's in this thread.And your opinion is pretty naughty word so...
What do you have against DM empowerment?So what you're saying, game design is basically on the DM because the team couldn't be bothered to figure out a workable solution? In which case, why are we even playing this game? Why don't I just pull anything out of the Monster Manual and say "well, there's your fight?" Why don't I just tell my players their characters get no treasure because "it's rare and there are no guidelines?"
That might've worked in 1977. Doesn't work today. Players want better than that. DMs want better than that.
Do you know how many of my 5e campaigns have ended in TPKs? Practically all of them. The others end because it gets boring because there's no challenge. Two extremes. Because there is no guidance.
Yes? like what even is this question, 4E was the easiest edition to DM for because the encounter math and monster design held up so well. How is it not empowering for the DM to have guidelines on monsters?What do you have against DM empowerment?
Last time WOTC tried to tell people how to play the game, we got 4th Edition. Do you want to bring that back???
Bring it back? It never went anywhere. You can still buy the books, you can still play it....we got 4th Edition. Do you want to bring that back???
There is no possible "workable solution". There are far too many other factors that affect the difficulty of a fight beyond number and level of PCs for CR to ever be more than a vague guideline.So what you're saying, game design is basically on the DM because the team couldn't be bothered to figure out a workable solution?
I don't know why you play, I play because it's fun.In which case, why are we even playing this game?
Because the narrative determines what they fight (if they fight at all), not the CR.Why don't I just pull anything out of the Monster Manual and say "well, there's your fight?"
In my experience players don't really care about treasure. They are more interested in busting bad guys.Why don't I just tell my players their characters get no treasure because "it's rare and there are no guidelines?"
Works fine for me. Would appear to work fine for everyone else, since D&D is now far more popular than it was in 1977.That might've worked in 1977. Doesn't work today.
And for me, exactly none of them. This sounds like a problem specific to you.Players want better than that. DMs want better than that. Do you know how many of my 5e campaigns have ended in TPKs? Practically all of them.
Here is some guidance: tell an interesting story and provide lots of other things to do apart from just fighting monsters. Constantly fighting monsters is always going to get boring, it has nothing to do with the difficulty. This guidance is in the 2014 DMG.The others end because it gets boring because there's no challenge. Two extremes. Because there is no guidance.
forgetting all this stuff is not DM empowerment, I could take or leave their guidelines, that is empowerment. Not having them is fumbling for the light switch in the dark because WotC didn’t do their job.What do you have against DM empowerment?
Finding an active 4th Edition game is like finding players for ConcordBring it back? It never went anywhere. You can still buy the books, you can still play it.
It really isn't.Finding an active 4th Edition game is like finding players for Concord![]()
It’s not “their job”. This kind of regimented combat “balance” was part of 4e, not part of D&D. D&D was always the “down to the DM” game. There are other games if you want mechanistic combat.forgetting all this stuff is not DM empowerment, I could take or leave their guidelines, that is empowerment. Not having them is fumbling for the light switch in the dark because WotC didn’t do their job.
Show me.It really isn't.