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4e design in 5.5e ?
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<blockquote data-quote="clearstream" data-source="post: 8413284" data-attributes="member: 71699"><p>We can quibble over whether the advice about on DMG82-85 amount to '<em>telling you</em>'? A group can do as they like, I am addressing only what they are advised to do by the game designers, and what the system encourages. I am thinking of guidelines such as 'Building Encounters on a Budget'. Elements that factor strongly in that, if followed, include the scaling for groups of creatures. That scaling leans into a low difficulty challenge.</p><p></p><p>That question aside,</p><ol> <li data-xf-list-type="ol">The pricing of creatures in XP establishes a relevance to them as interesting foes for a party of a given level, if for no other reason than the relation with XP cost to advance.</li> <li data-xf-list-type="ol">Echoing [USER=7027074]@Nefermandias[/USER]' excellent point, 5th edition is inherently less lethal due to the combination of its mechanics for dying and healing. I see 'whack-a-mole' healing often-referenced in these and other forums.</li> </ol><p>Like many here I have played all editions of D&D extensively. 5e has the lowest baseline difficulty of any edition. It happens due to spells like <em>healing word</em> and <em>guidance</em>, choices like the simplification to druid HP on reverting, the death saves system, the low likelihood of instant death under PHB RAW, the relaxed recovery rules, the generous HP at start and on levelling rules, and so on.</p><p></p><p>You are right about a DM ignoring the game as written to use higher CR creatures. That will increase difficulty. That doesn't mean the game <em>as written</em> has a high baseline difficulty. And such a DM will find themselves swimming far from shore: lacking solid support from the game designers.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8413284, member: 71699"] We can quibble over whether the advice about on DMG82-85 amount to '[I]telling you[/I]'? A group can do as they like, I am addressing only what they are advised to do by the game designers, and what the system encourages. I am thinking of guidelines such as 'Building Encounters on a Budget'. Elements that factor strongly in that, if followed, include the scaling for groups of creatures. That scaling leans into a low difficulty challenge. That question aside, [LIST=1] [*]The pricing of creatures in XP establishes a relevance to them as interesting foes for a party of a given level, if for no other reason than the relation with XP cost to advance. [*]Echoing [USER=7027074]@Nefermandias[/USER]' excellent point, 5th edition is inherently less lethal due to the combination of its mechanics for dying and healing. I see 'whack-a-mole' healing often-referenced in these and other forums. [/LIST] Like many here I have played all editions of D&D extensively. 5e has the lowest baseline difficulty of any edition. It happens due to spells like [I]healing word[/I] and [I]guidance[/I], choices like the simplification to druid HP on reverting, the death saves system, the low likelihood of instant death under PHB RAW, the relaxed recovery rules, the generous HP at start and on levelling rules, and so on. You are right about a DM ignoring the game as written to use higher CR creatures. That will increase difficulty. That doesn't mean the game [I]as written[/I] has a high baseline difficulty. And such a DM will find themselves swimming far from shore: lacking solid support from the game designers. [/QUOTE]
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