Recent content by Paul Farquhar

  1. Paul Farquhar

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    The biggest factor that determines the difficulty of an encounter is the skill of the players.
  2. Paul Farquhar

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    What does your gut tell you? Since 1st edition that has been the most reliable method.
  3. Paul Farquhar

    D&D 5E (2024) Hellfire Club Starter Set

    In that it’s marketed to Stranger Things fans who may have never played D&D before. They couldn’t really say in small print “you must own the core rulebooks and have previous D&D experience in order to use this product” could they?
  4. Paul Farquhar

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Serendipity. The game proved easier than the designers originally intended, and that was popular, so everyone kept quiet about it.
  5. Paul Farquhar

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I would say that “easy mode” was the secret sauce that made 5e so attractive to casual gamers. They wouldn’t have taken up D&D if they were dying on a regular basis. Sure, hardcore gamers are going to grumble about it, but commercially they don’t really matter (and if they are really as...
  6. Paul Farquhar

    D&D 5E (2024) Hellfire Club Starter Set

    Yeah, it doesn’t have the words starter set (or synonyms thereof) on the box, nor is it described that way in any of the official WotC marketing materials. I’m not sure why people are describing it as such. I would call it a boxed set media tie-in.
  7. Paul Farquhar

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Lost interest in D&D mid 3e, looked briefly at 4e and bounced off, and was was completely unaware of anything D&D until I was reintroduced to 5e a couple of years in.
  8. Paul Farquhar

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Sure, hindsight is wonderful, and making mistakes is normal. Admitting to them leads to growth. I was simply responding to someone who seems to think the original rules were perfect, and it’s all the players who have it wrong. As for the play test, it’s worth noting that very few current 5e...
  9. Paul Farquhar

    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Yes it is. And Mearls admits it himself in the original article.
  10. Paul Farquhar

    D&D 5E (2024) The Great Wizard Extinction.

    Hit point totals are much higher in 5e than they were in 2e. 2e goblin would average 3.5 hp, so a 2e magic missile would most likely (75%) kill one. 5e goblin has 7 hp, so you would need to hit it with 2 missiles to have a fair (62.5%) chance of killing one, all three to be confident.
  11. Paul Farquhar

    D&D 5E (2024) Feywild technically doesn't mention the Seelie and Unseelie Court

    I associate the seelie with spring and summer, and emotions like passion, confidence, love, lust, jealousy and impulsiveness - not necessarily all positive. The unseelie I associate with autumn and winter, and emotions like depression, melancholy, uncertainty and mindfulness. The alien legal...
  12. Paul Farquhar

    D&D 5E (2024) The Great Wizard Extinction.

    Yeah, BG3 lets the caster get away with shenanigans that a human DM would never allow! MM was good in BG1 and 2 too, for interrupting casters and getting rid of Mirror Images. I think the issue in 5e is that enemies are generally too easy to hit in 5e, especially as cover and dim lighting rules...
  13. Paul Farquhar

    D&D General Extra Life Charity D&D Accessories - With possible hints for the Forgotten Realms books?

    There is a dead phaerimm in RotFM. There were phaerimm in Myth Drannor in an earlier edition adventure - possibly 2nd edition boxed set?
  14. Paul Farquhar

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    The game is designed to emulate the prose. The prose is important to the game design. It’s far from irrelevant.
Top