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General Tabletop Discussion
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5e combat system too simple / boring?
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<blockquote data-quote="Rhenny" data-source="post: 6799951" data-attributes="member: 18333"><p>I feel the same. Because some 5e fights can be simple and others can be more set piece/complex, l feel more freedom as DM. I'm also able to use variety to spice up the campaign and keep players guessing. If they start a small fight with some guards, if they aren't quick and quiet, they may draw the attention of nearby foes. After fighting a grand set piece encounter, a small group of scavengers might show up while the party is resting, and depending on what they are and if they surprise the group, this can lead to some interesting outcomes. I'm finding that the ability to throw easy, medium, hard, deadly at any time is more exciting than when pcs are expecting balanced and challenging encounter after encounter. </p><p></p><p>To me, the decision to use a fireball to kill 15 kobolds so that the threat is ended in 1 round rather than saving the spell slot and fighting it out for 3 or 4 rounds is just as meaningful as making other tactical decisions in a longer set piece battle. I like to look at the chain of possible encounters as both a player and a DM when I make decisions so even easy encounters have their place and become meaningful.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6799951, member: 18333"] I feel the same. Because some 5e fights can be simple and others can be more set piece/complex, l feel more freedom as DM. I'm also able to use variety to spice up the campaign and keep players guessing. If they start a small fight with some guards, if they aren't quick and quiet, they may draw the attention of nearby foes. After fighting a grand set piece encounter, a small group of scavengers might show up while the party is resting, and depending on what they are and if they surprise the group, this can lead to some interesting outcomes. I'm finding that the ability to throw easy, medium, hard, deadly at any time is more exciting than when pcs are expecting balanced and challenging encounter after encounter. To me, the decision to use a fireball to kill 15 kobolds so that the threat is ended in 1 round rather than saving the spell slot and fighting it out for 3 or 4 rounds is just as meaningful as making other tactical decisions in a longer set piece battle. I like to look at the chain of possible encounters as both a player and a DM when I make decisions so even easy encounters have their place and become meaningful. [/QUOTE]
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5e combat system too simple / boring?
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