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D&D Older Editions, OSR, & D&D Variants
A 3E/4E powergamer DMs Storm King's Thunder
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<blockquote data-quote="The-Magic-Sword" data-source="post: 6965609" data-attributes="member: 6801252"><p>You know, my players and I definitely had some growing pains coming over from 4e, I was a 4e Char-Op and i feel that some things are useful for your consideration that we've learned:</p><p></p><p></p><p>- When rolling checks don't have everyone roll individual checks, honestly it was kinda like this in 4e as well- either make a group check or have a single person roll, and only roll if they're under time pressure (or it would have to be a binary pass/fail that can't repeat.) Make sure you set the DC at such a level where it isn't too easy, nor too hard to pass for the specialized people in your group, use increments of 5, a 10 is a fifty-fifty pass/fail for people who aren't trained usually, 75% chance of passing for someone who has the training, and the odds of passing for each will decrease for every 5 you add at a rate of 25% each time, adjust those slightly based on prof bonus- you'll observe specialization become a stronger force over time as proficiency bonus goes up- trained individuals will scale, untrained characters will not.</p><p></p><p></p><p>- When considering the swingyness of combat, follow the encounter guidelines in the DMG, and remember that the game is balanced around 6-8 encounters per each long rest to limit the abuse of big-ticket combat items- it also gets less swingy if you use terrains with walls and such breaking up the area so large area of effect spells, and dog pile tactics would be less effective in ending the encounter all at once. You might want to break out the battle grid, it CAN work as theater of the mind, but that's like learning something extra on top of your complications with the system itself, if you're fighting theater of the mind and everyone is just stacked in this little melee, it's going to feel ridiculously swingy and one sided.</p><p></p><p></p><p>- Be willing to consider houserules, no not these extensive full on system redesigns it's tempting to groan about "not being worth it"- simple things, restricting crits to their 4e status of auto-hit + maxmized damage on the normal roll helps make the game feel less swingy on both sides.</p><p></p><p></p><p>- The most important thing, is to keep a positive attitude, this isn't so much advice for 5e specifically, it's advice for moving between editions, particularly since it's become a contentious issue in recent years. It's easy to panic and think everything is different, and then blame all your growing pains as you get used to the new format as being symptoms of bad design but it's partially a product of misaligned expectations, and a healthy dose of confirmation bias. Remember when you first started 4e? Or your 2e? You probably did lots of things wrong, give this edition the same benefit of the doubt, the same "what is the rule on that thing that just felt weird?" "why didn't the way I adjudicated that function very well? what can i do differently?"</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 6965609, member: 6801252"] You know, my players and I definitely had some growing pains coming over from 4e, I was a 4e Char-Op and i feel that some things are useful for your consideration that we've learned: - When rolling checks don't have everyone roll individual checks, honestly it was kinda like this in 4e as well- either make a group check or have a single person roll, and only roll if they're under time pressure (or it would have to be a binary pass/fail that can't repeat.) Make sure you set the DC at such a level where it isn't too easy, nor too hard to pass for the specialized people in your group, use increments of 5, a 10 is a fifty-fifty pass/fail for people who aren't trained usually, 75% chance of passing for someone who has the training, and the odds of passing for each will decrease for every 5 you add at a rate of 25% each time, adjust those slightly based on prof bonus- you'll observe specialization become a stronger force over time as proficiency bonus goes up- trained individuals will scale, untrained characters will not. - When considering the swingyness of combat, follow the encounter guidelines in the DMG, and remember that the game is balanced around 6-8 encounters per each long rest to limit the abuse of big-ticket combat items- it also gets less swingy if you use terrains with walls and such breaking up the area so large area of effect spells, and dog pile tactics would be less effective in ending the encounter all at once. You might want to break out the battle grid, it CAN work as theater of the mind, but that's like learning something extra on top of your complications with the system itself, if you're fighting theater of the mind and everyone is just stacked in this little melee, it's going to feel ridiculously swingy and one sided. - Be willing to consider houserules, no not these extensive full on system redesigns it's tempting to groan about "not being worth it"- simple things, restricting crits to their 4e status of auto-hit + maxmized damage on the normal roll helps make the game feel less swingy on both sides. - The most important thing, is to keep a positive attitude, this isn't so much advice for 5e specifically, it's advice for moving between editions, particularly since it's become a contentious issue in recent years. It's easy to panic and think everything is different, and then blame all your growing pains as you get used to the new format as being symptoms of bad design but it's partially a product of misaligned expectations, and a healthy dose of confirmation bias. Remember when you first started 4e? Or your 2e? You probably did lots of things wrong, give this edition the same benefit of the doubt, the same "what is the rule on that thing that just felt weird?" "why didn't the way I adjudicated that function very well? what can i do differently?" [/QUOTE]
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