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General Tabletop Discussion
*Dungeons & Dragons
5E and Sense of Accomplishment
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<blockquote data-quote="Rhenny" data-source="post: 6305955" data-attributes="member: 18333"><p>Throughout the playtest in the many games I've run and played, one of the best things about 5e has been the sense of accomplishment we've felt after each session.</p><p></p><p>I've run 1 hour, 1 1/2 hour, 2 hour, 3 hour, 4 hour sessions and no matter how long we play for there is a sense that life in the game world moves on and the story develops.</p><p></p><p>Combat also yields a sense of accomplishment even when it is quick. Varied encounters of easy, moderate and difficult levels focusing on adventure development rather than just encounter development helps DM and players to play through adventures rather than play through encounters. I think this helps to make players and DM feel as if more is accomplished per session.</p><p></p><p>Also, a Blackwarder mentioned, if players like to spend more time in combat, DM can easily create encounters that really test PCs. I've been experimenting with Legendary creatures and I have to say that having one of those in a fight really makes the PCs sweat. </p><p></p><p>Although most combats will run from 2-4 rounds, it doesn't preclude DM from developing a huge set piece encounter that can take 8-12 rounds or more. </p><p></p><p>Also, sometimes it is just the luck of the dice that will turn a moderate encounter into a difficult one, or a difficult one into a moderate one. I for one, like that there is still a random chance that things will go exceedingly well or horribly wrong. I think that adds to the excitement and the feeling of accomplishment.</p><p></p><p>My opinions are just personal feelings/observations based on my own playtest experience. Mileage may vary.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6305955, member: 18333"] Throughout the playtest in the many games I've run and played, one of the best things about 5e has been the sense of accomplishment we've felt after each session. I've run 1 hour, 1 1/2 hour, 2 hour, 3 hour, 4 hour sessions and no matter how long we play for there is a sense that life in the game world moves on and the story develops. Combat also yields a sense of accomplishment even when it is quick. Varied encounters of easy, moderate and difficult levels focusing on adventure development rather than just encounter development helps DM and players to play through adventures rather than play through encounters. I think this helps to make players and DM feel as if more is accomplished per session. Also, a Blackwarder mentioned, if players like to spend more time in combat, DM can easily create encounters that really test PCs. I've been experimenting with Legendary creatures and I have to say that having one of those in a fight really makes the PCs sweat. Although most combats will run from 2-4 rounds, it doesn't preclude DM from developing a huge set piece encounter that can take 8-12 rounds or more. Also, sometimes it is just the luck of the dice that will turn a moderate encounter into a difficult one, or a difficult one into a moderate one. I for one, like that there is still a random chance that things will go exceedingly well or horribly wrong. I think that adds to the excitement and the feeling of accomplishment. My opinions are just personal feelings/observations based on my own playtest experience. Mileage may vary. [/QUOTE]
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