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A 3E/4E powergamer DMs Storm King's Thunder
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<blockquote data-quote="Tony Vargas" data-source="post: 6967268" data-attributes="member: 996"><p>All editions used d20 for attacks & saves, and all d20 editions also use it for skill resolution - and virtually never use any other method. Sure, earlier editions used d6 and % and other resolution mechanics quite a bit, but I don't think that's what the issue really is...</p><p></p><p>Acknowledged. It'd be hard to tune BA differently without making the game confusing or inconsistent for your players - a real consideration running AL as you may have players moving to and from your table session to session... But, you can tune combats to go longer and in more depth by adjusting monster damage (down) and hps (up - and/or using more monsters, though there are further risks there). If you can design a combat to go 5-10 rounds instead of 1-3, each individual d20 roll becomes lower-impact, player decisions become more meaningful, and combats more interesting. You'll have to have fewer, more challenging combats, and keep an eye on intraparty balance lest you disfavor some classes, but it's none of it particularly harder or more work than just running a good game usually is - just different parameters.</p><p></p><p>That has annoyed me in every game with a skill system since RuneQuest, but /particularly/ in d20 D&D. 5e's official, right there in the basic pdf even, resolution sequence is player declares /action/, not check, action; DM determines success/failure OR calls for a check & sets a DC; DM narrates results. Show them the passage if you have to. It's a cornerstone of 5e DM Empowerment, and if your not taking full advantage of DM Empowerment across the board, your frustration is understandable. 5e doesn't just offer DM Empowerment, it needs it.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6967268, member: 996"] All editions used d20 for attacks & saves, and all d20 editions also use it for skill resolution - and virtually never use any other method. Sure, earlier editions used d6 and % and other resolution mechanics quite a bit, but I don't think that's what the issue really is... Acknowledged. It'd be hard to tune BA differently without making the game confusing or inconsistent for your players - a real consideration running AL as you may have players moving to and from your table session to session... But, you can tune combats to go longer and in more depth by adjusting monster damage (down) and hps (up - and/or using more monsters, though there are further risks there). If you can design a combat to go 5-10 rounds instead of 1-3, each individual d20 roll becomes lower-impact, player decisions become more meaningful, and combats more interesting. You'll have to have fewer, more challenging combats, and keep an eye on intraparty balance lest you disfavor some classes, but it's none of it particularly harder or more work than just running a good game usually is - just different parameters. That has annoyed me in every game with a skill system since RuneQuest, but /particularly/ in d20 D&D. 5e's official, right there in the basic pdf even, resolution sequence is player declares /action/, not check, action; DM determines success/failure OR calls for a check & sets a DC; DM narrates results. Show them the passage if you have to. It's a cornerstone of 5e DM Empowerment, and if your not taking full advantage of DM Empowerment across the board, your frustration is understandable. 5e doesn't just offer DM Empowerment, it needs it. [/QUOTE]
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