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    D&D 5E (2014) Is it right for WoTC to moralize us in an adventure module?

    'Negotiate a truce between the two groups to stop the violence' is the good option there. Im not seeing a morally ambiguous choice at all.
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    D&D 5E (2014) Making Combat Mean Something [+]

    Sounds like fun. Being basically unable to use your class features for the latter half of every adventure. As much fun as 'For the second half of every adventure, there will be a global AMF in operation. Suck it casters.' There are better ways to enforce the OP's stated design goals, without...
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    D&D 5E (2014) Making Combat Mean Something [+]

    That would help equaling out the suck, but then you're still left with the system simply encouraging the PCs to abuse the 5MWD to negate the suck (which is bad) or alternatively, sucking (which is not fun).
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    D&D 5E (2014) Making Combat Mean Something [+]

    And becuase those monsters are up and involved in the combat at least twice as long (due to disadvantage to attack them back nixing DPR for martials) they deal more damage in return. You wind up with martials swinging and missing a lot (their one big thing they do) and having damage reduced...
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    D&D 5E (2014) Making Combat Mean Something [+]

    But I (as a caster) can avoid damage in ways Martials cannot. Fly, Levitate, Misty Step, Mirror Image, Absorb elements, Shield etc. The Fighter, is now stuck having to be up the front doing fighter stuff with his attack rolls (his one core thing) at disadvantage, his HP halved, and what little...
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    D&D 5E (2014) Making Combat Mean Something [+]

    But you're not putting any artificial constraints on anything by extending the rest frequency. Those contraints are already there in the game you're already running. You're just changing the duration of when they happen. Yes. That's exactly my point. And it's objectively true. You're playing...
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    D&D 5E (2014) Making Combat Mean Something [+]

    No it doesnt do anything of the sort. If you're getting 0-3 encounters per day, and not more than 3-5 days featuring combat encounters between downtime and resting opportunities, then it's literally perfect for a campaign like yours. You wind up with 6-8 encounters per long rest, with 2-3...
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    D&D 5E (2014) Making Combat Mean Something [+]

    Sounds like the perfect situation to use Gritty Realism rest variant. It does everything you want it to do (slows down healing, makes every loss of HP more dangerous), while also not overly punishing Martials. You could combine it with 'If your HP reach 0, for each X full points of damage...
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    D&D 5E (2014) Making Combat Mean Something [+]

    Or in other words 'do their jobs'. It's not that it 'doesnt matter' for casters. It' that martials get EVERYTHING from attack rolls and skill checks and movement. That's what they do. Every single round, they're making multiple attack rolls, being targeted by multiple attack rolls, and when...
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    D&D 5E (2014) Making Combat Mean Something [+]

    It's the worst one of the lot. Classes in 5e are balanced around a 2-3 short rests per long rest resource recovery frequency. Single encounter adventuring days favor long rest classes (Casters, Paladins) and punish Short rest classes (Warlocks, Monks and Fighters). You want to be encouraging...
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    D&D 5E (2014) Making Combat Mean Something [+]

    Martials are forced to make attacks at disadvantage, and attacks against them are at advantage (and they're most likely the ones being targeted being the front liners), Rogues are denied sneak attack, while casters can cast all spells (other than those with attack rolls) no problem at all? Id...
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    D&D 5E (2014) Is it right for WoTC to moralize us in an adventure module?

    Such as? I've provided my definition of evil above in this thread (ditto good). Give me an example.
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    D&D 5E (2014) Is it right for WoTC to moralize us in an adventure module?

    So did Hitler (and every other perpetrator of genocide ever), and I dont take him as my personal moral arbiter either thanks. Genocide is evil. If we cant agree on that, we have nothing further to talk about.
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    D&D 5E (2014) Is it right for WoTC to moralize us in an adventure module?

    Why? Im playing a LG PC. I engage in genocide. How does that change the fiction in any way, other than I'm being unfaithful to my alignment?
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    D&D 5E (2014) Is it right for WoTC to moralize us in an adventure module?

    How? I'm a little confused. Like are you saying that if I (the DM) rule that 'engaging in genocide of the entire town' instead of 'negotiating a truce with them and living side by side peacefully' is the evil option, I've somehow taken away the agency of my players to engage in that genocide...
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    D&D 5E (2014) The challenges of high level adventure design.

    Which is akin to 'an anti-magic field suddenly pops up'. A good DM would have anticipated the use of Wish in such a way, created a backstory that 'the person who placed the skull in the tomb Wished that it could only be removed via X, Y and Z', or 'placed it in a demi-plane warned by a...
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    D&D 5E (2014) The challenges of high level adventure design.

    It's not the same pay-off. It's a better pay off. Not many DMs can run high level adventures well. Being able to do so is much more rewarding than running a low level 'lets go kill some kobolds' adventure, which nearly anyone can do.
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    D&D 5E (2014) The challenges of high level adventure design.

    Hahahaha. The end result is always the same. The players are challenged, but ultimately successful in defeating the bad guys. And of course, you're doing more work. Your players have more abilities, and the numbers being tossed around are higher. A goblins stat block is a little different to...
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    D&D 5E (2014) The challenges of high level adventure design.

    A dungeon is (in reality) just a railroaded (or semi railroaded) series of adventures limited by the walls of the dungeon. At low level, walls are enough to keep the train on the rails. From mid-level onwards, they cease to be, because PCs have abilities that bypass them. At higher levels, you...
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    D&D 5E (2014) The challenges of high level adventure design.

    Wizard: OK, Everyone, pre buff. (A few rounds later) I wish the skull of the cult leader of Nox-Ra from level 17 of the Hellstair to be teleported to the table in this room. (Inexperienced DM thinking at a million miles an hour for a reason why this wont work) Wizard: Payment please. Simple...
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