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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    This is all assuming the lich rolls an 8 at some point to recover an 8th level spell slot. And all other associated spells he must roll a slot recovery for. Every minute seems quite quick given the travel time of the mephits and time to roll the proper spell recovery. The demiplane idea I might...
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    True. I admit this particular group was built for a Justice League type of adventure: defeat the Demon Lords of The Abyss. If that isn't a superhero level fantasy adventure, I don't know what is. Ignoring? More like already aware of all those options. I understand and have used many times the...
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    Why would magma mephits last that long against a party? Even if they think they're Halfling zombies, they're not going to waste any resources against them other than kill them as fast as a they can. Do magma mephits have many hit points? The lich was hardly an idiot. He wasn't in his lair. He...
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    What I find really strange is that WotC modules don't follow Flamestrike's 6 to 8 encounter day model. The very game company that designed the game is producing adventures that don't follow the model Flamestrike believes is so integral to the creation of a challenging adventure. I've played...
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    I can understand this. My group fought a lich. They killed it quite quickly. It only has 130 hit points or so. That goes extremely fast against a party. It did some damage with AoE spells. I was setting up for a power word kill death hit, but he just couldn't last long enough. I'm going to...
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    It might work. You just have to get your players to buy in. Certain groups of players prefer set rules that don't alter to ensure they know the game. If you agreed upon alternate rest rules in different circumstances in advance, I think most players would be ok. It depends on your group and how...
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    Sage Advice 3/21/16 Exploding druids and antimagic field vs zombies and cure wounds

    This is not true. The Catholic Church has broken apart into many different denominations worshiping in different fashions. You can find differences from one country to the next as far as how Catholicism is practiced. Unified worship is very uncommon. I find it unrealistic to have it so in D&D...
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    Sage Advice 3/21/16 Exploding druids and antimagic field vs zombies and cure wounds

    Paladins in 1st edition were held to a very specific code of conduct. It was spelled out as a class requirement. If they did not act in accordance with the code, they lost their paladinhood and all their powers. 2E specialty priests were specific to the deity they followed. Their powers, their...
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    Sage Advice 3/21/16 Exploding druids and antimagic field vs zombies and cure wounds

    Dwarf druids wearing plate should not be standard. Otherwise, what's the point of the uniqueness of dwarf mountain druids? I prefer each type of druid have its own flavor. The idea that all druids or paladin orders or religions are all the same is boring. That's why I liked 2E specialty priests...
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    Sage Advice 3/21/16 Exploding druids and antimagic field vs zombies and cure wounds

    It shouldn't be standard. I did like 2nd edition specialty priests. I do not prefer the generic nature of the base game. I miss unique aspects of certain classes like the paladin or ranger from very early D&D. I really liked what they did with clerics in 2E. They moved away from that in every...
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    Sage Advice 3/21/16 Exploding druids and antimagic field vs zombies and cure wounds

    It's been all about combat for a long time now. Combat has always been the largest component of the base game. That's not to say people haven't done other types of campaigns, but D&D has always focused heavily on combat. For whatever reason people like the thrill of murder-hoboing or the by its...
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    Sage Advice 3/21/16 Exploding druids and antimagic field vs zombies and cure wounds

    I let dwarven druids wear metal armor as a house rule. I like the idea of mountain druids that appreciate what the metals carefully mined from the mountain can provide.
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    Not that I know of. Do you have a designer quote? Another poster said the default seems to be a certain number of magic items according to level per DMG guidelines. It's expected at higher level that a fighter have a magic sword, even if only +1. And that the default game is expecting you to...
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    If you were playing with no magic weapons, pure melee characters like the Sharpshooter or Great Weapon Fighter would be substantially weaker. I think the base monster manual monsters may have been built with that default level in mind. Then again I think another poster showed mathematical proof...
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    D&D 5E (2014) Finding 5th edition too "safe".

    Remember when rolling a saving throw was an intense experience? I still do. One missed save and you were dead. That level of deadliness hasn't existed in the game for a long time.
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    Level 3 to 7 seems to be a sweet spot in 5E. Those were levels you had to be careful not to kill people as a DM. Paladin Aura of Protection isn't online yet. Not many ASI/Feat increases. Multiclassing combinations don't kick in yet. Double proficiency bonus means +2 to +3 to a roll at best. The...
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    This campaign is not a great example of the problem. Though I did think two to three times deadly would at least provide a medium to hard type of challenge. I built it to be very epic. I'm experimenting with encounter building for PCs of this power level. So far I haven't found a sweet spot yet...
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    No, they didn't all make their saves. But they get to make them every round. Even with disadvantage, they made them with good Con saves and paladin auras. It's just not hard to make a Con save with +4 proficiency +2 to 3 ability and +4 to 5 from an aura even with disadvantage. A few misses on...
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    No the demons were not aware adventurers were looking for them. They were a random marauding group of demons in the Underdark. Why do I use their Passive Perception? Because that is what the rules say to use. Cut off their retreat? No one retreated. They didn't need to. What do you think...
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    D&D 5E (2014) Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day

    Or you could ask why a high CR marilith has no means to quickly traverse that space and attack immediately in a game featuring high mobility. The fact that it would require monsters built in such a fashion to equal creatures being 120 feet apart is exactly the absurd player versus environment...
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