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5e Hardcore: Monster Manual
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<blockquote data-quote="MostlyDm" data-source="post: 7012764" data-attributes="member: 6788973"><p>Not intended as a pejorative, really... did it come off that way, or did you read it that way due to other conversations you've had? I love video games, and a couple of friends of mine are in video game design. I also played more 3e and 4e than all of the oldschool editions combined, by a wide margin. </p><p></p><p>That said, video game design, particularly the design that strives to create a sweet spot treadmill, is optimizing for a different thing than TTRPGs are. </p><p></p><p>And they lack a fundamental asset that TTRPGs have. Video games need to work without a human referee/dictator/overlord driving them.</p><p></p><p></p><p>I think it works, but the play experience changes.</p><p></p><p></p><p>Sure... is the fun of playing <em>any </em>level primarily coming from the mechanics on the class advancement table? I wouldn't say so...</p><p></p><p></p><p>No, that's not what I said at all. Bounded Accuracy can easily deliver level appropriate encounters... but it perhaps can't easily do so if you assume all of the following:</p><p> </p><p>1: Straight up fight without substantial battlefield control, mobility, and tactical acumen executed by the DM.</p><p>2: Fight is with an individual monster</p><p>3: Monster is PartyLevel+X=CR where X is a static number (e.g. 2)</p><p></p><p>If number 1 is violated, so it's not a straight up slugfest, then all bets are off. </p><p></p><p>If number 2 is violated, creating a difficult, challenge is pretty easy.</p><p></p><p>Number 3 is mostly what I have been opining on. I think, for the classic "solo" monster, you are chasing a proverbial dragon. You can't use a rule that works at level 1 (e.g. Party level+2 CR) and expect it to work at level 15. The increase in CR required to maintain the "solo" feel will go up at a faster rate than the party's level will.</p><p></p><p></p><p></p><p>I disagree immensely.</p><p></p><p>Bounded Accuracy does a decent job of recreating the best D&D edition ever (3.5 E6) in a more traditional, player friendly 1-20 package. </p><p></p><p>And it can easily be dragged even further into an E6 style of game, without actually implementing E6. The core mechanics of 5e are so well suited to this style of play that the number of modular changes to really nail it are relatively small, and all of them feel natural and fitting within the 5e framework. For example, some of the truly superb low magic suggestions you yourself made in another thread (either dropping spell slots or dropping spells known, for different tones that achieve similar overall results)</p></blockquote><p></p>
[QUOTE="MostlyDm, post: 7012764, member: 6788973"] Not intended as a pejorative, really... did it come off that way, or did you read it that way due to other conversations you've had? I love video games, and a couple of friends of mine are in video game design. I also played more 3e and 4e than all of the oldschool editions combined, by a wide margin. That said, video game design, particularly the design that strives to create a sweet spot treadmill, is optimizing for a different thing than TTRPGs are. And they lack a fundamental asset that TTRPGs have. Video games need to work without a human referee/dictator/overlord driving them. I think it works, but the play experience changes. Sure... is the fun of playing [I]any [/I]level primarily coming from the mechanics on the class advancement table? I wouldn't say so... No, that's not what I said at all. Bounded Accuracy can easily deliver level appropriate encounters... but it perhaps can't easily do so if you assume all of the following: 1: Straight up fight without substantial battlefield control, mobility, and tactical acumen executed by the DM. 2: Fight is with an individual monster 3: Monster is PartyLevel+X=CR where X is a static number (e.g. 2) If number 1 is violated, so it's not a straight up slugfest, then all bets are off. If number 2 is violated, creating a difficult, challenge is pretty easy. Number 3 is mostly what I have been opining on. I think, for the classic "solo" monster, you are chasing a proverbial dragon. You can't use a rule that works at level 1 (e.g. Party level+2 CR) and expect it to work at level 15. The increase in CR required to maintain the "solo" feel will go up at a faster rate than the party's level will. I disagree immensely. Bounded Accuracy does a decent job of recreating the best D&D edition ever (3.5 E6) in a more traditional, player friendly 1-20 package. And it can easily be dragged even further into an E6 style of game, without actually implementing E6. The core mechanics of 5e are so well suited to this style of play that the number of modular changes to really nail it are relatively small, and all of them feel natural and fitting within the 5e framework. For example, some of the truly superb low magic suggestions you yourself made in another thread (either dropping spell slots or dropping spells known, for different tones that achieve similar overall results) [/QUOTE]
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