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Community
General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters/day - how common is this?
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6841726" data-attributes="member: 6701872"><p>I'm not the guy you were asking... but the implications made by your questions got my attention, so I decided to toss in my own answers too. For a frame of reference, I am my group's primary DM, and rarely ever get to play (last I did the math it was an average of me getting to play in 1 session for every 300 that I've run).</p><p></p><p>I play a champion. Two of my players' collective characters thus far in 5th edition have also been champions. I have no complaints about playing a champion. Neither player that has played a champion has expressed complaints about playing a champion despite being asked if they had any complaints. Some other players in the group have expressed that they would like to play a champion at some point, among numerous other character types they'd also wish to play at some point.</p><p></p><p>As for what prompts us to play D&D compared to other systems: it's the best fit for high-fantasy heroics set in the various worlds of D&D. 5th edition even more that other editions, in our shared opinion. We do play other games, of course, but not when seeking the same sort of stories and same themes and feelings.</p><p></p><p>To the question how exactly I go about not making a character feel mechanically useless, here's my process in step-by-step format:</p><p></p><p>1. Let the players make characters that they think seem cool (note: in this case "cool" and "mechanically useful" are necessarily synonymous)</p><p>2. Make up obstacles between those characters and whatever goals their players set for them that make sense and present a variety of challenges, using the guidelines present in the game.</p><p>3. Repeat step 2 until the story create by playing the game feels like it has reached its natural conclusion</p><p></p><p>That's it. That's all it takes - the design of the game makes it nearly impossible to have a character that is mechanically useless, so it is very easy for players to not feel that they've ended up with one.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6841726, member: 6701872"] I'm not the guy you were asking... but the implications made by your questions got my attention, so I decided to toss in my own answers too. For a frame of reference, I am my group's primary DM, and rarely ever get to play (last I did the math it was an average of me getting to play in 1 session for every 300 that I've run). I play a champion. Two of my players' collective characters thus far in 5th edition have also been champions. I have no complaints about playing a champion. Neither player that has played a champion has expressed complaints about playing a champion despite being asked if they had any complaints. Some other players in the group have expressed that they would like to play a champion at some point, among numerous other character types they'd also wish to play at some point. As for what prompts us to play D&D compared to other systems: it's the best fit for high-fantasy heroics set in the various worlds of D&D. 5th edition even more that other editions, in our shared opinion. We do play other games, of course, but not when seeking the same sort of stories and same themes and feelings. To the question how exactly I go about not making a character feel mechanically useless, here's my process in step-by-step format: 1. Let the players make characters that they think seem cool (note: in this case "cool" and "mechanically useful" are necessarily synonymous) 2. Make up obstacles between those characters and whatever goals their players set for them that make sense and present a variety of challenges, using the guidelines present in the game. 3. Repeat step 2 until the story create by playing the game feels like it has reached its natural conclusion That's it. That's all it takes - the design of the game makes it nearly impossible to have a character that is mechanically useless, so it is very easy for players to not feel that they've ended up with one. [/QUOTE]
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6-8 encounters/day - how common is this?
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