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General Tabletop Discussion
*Dungeons & Dragons
A Mess of OP Characters (magic items, rest mechanics, etc.)
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<blockquote data-quote="DEFCON 1" data-source="post: 8957531" data-attributes="member: 7006"><p>Because you want the fights to be harder without having to invent story and plot out of whole cloth? It's pretty self-explanatory.</p><p></p><p>I mean yeah, it'd be nice if every published adventured just worked exactly as we needed it to right out of the book... but that's not statistically possible. Thousands of tables using it means that there will be thousands of different class and item combinations with thousands of different requirements of the adventure. The writers can't make it work for everyone.</p><p></p><p>So the question for you is the same as it's always been... what is going to be easier and more successful for you to use? A published adventure for plot, NPCs, and baseline encounters that you will have to adjust a few statblocks for and throwing in a couple extra monsters every encounter... or writing up entire adventures for yourself from scratch that has encounters built by you to suit your needs? Only you know the answer to that.</p><p></p><p>But at some point you have to just suck it up and play the hand you've been given. You already made your thread about not wanting to play 5E but are only doing so because all the other players you have really want to. So just buckle down and do the work to make it work. Or if that's too much fiddly stuff that you want to deal with... then take the easy route out by just <em>completely doubling</em> the monsters in each encounter that the book gives and then let the chips fall where they may and just see what happens. Go all-in on what seems like a massive over-correction just to find out the results and you can then pull it back in further encounters if it was too much. But that's easier than trying to nickle-and-dime the difficulty slowly up bit by bit to find some sweet spot.</p><p></p><p>Nah. Forget all that noise. Just next time throw <strong>two</strong> 8th level rogues, <strong>two</strong> 8th level clerics, <strong>two</strong> 8th level mages, and <strong>26</strong> CR 1/2 bandits at them and see what happens. And if it turns out they suffer a TPK? Then just have them all wake up in the bandit camp tied up and bound rather than dead and let them try and escape. But at least that one fight'll give you better intel on what the party can truly handle for the future.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8957531, member: 7006"] Because you want the fights to be harder without having to invent story and plot out of whole cloth? It's pretty self-explanatory. I mean yeah, it'd be nice if every published adventured just worked exactly as we needed it to right out of the book... but that's not statistically possible. Thousands of tables using it means that there will be thousands of different class and item combinations with thousands of different requirements of the adventure. The writers can't make it work for everyone. So the question for you is the same as it's always been... what is going to be easier and more successful for you to use? A published adventure for plot, NPCs, and baseline encounters that you will have to adjust a few statblocks for and throwing in a couple extra monsters every encounter... or writing up entire adventures for yourself from scratch that has encounters built by you to suit your needs? Only you know the answer to that. But at some point you have to just suck it up and play the hand you've been given. You already made your thread about not wanting to play 5E but are only doing so because all the other players you have really want to. So just buckle down and do the work to make it work. Or if that's too much fiddly stuff that you want to deal with... then take the easy route out by just [I]completely doubling[/I] the monsters in each encounter that the book gives and then let the chips fall where they may and just see what happens. Go all-in on what seems like a massive over-correction just to find out the results and you can then pull it back in further encounters if it was too much. But that's easier than trying to nickle-and-dime the difficulty slowly up bit by bit to find some sweet spot. Nah. Forget all that noise. Just next time throw [B]two[/B] 8th level rogues, [B]two[/B] 8th level clerics, [B]two[/B] 8th level mages, and [B]26[/B] CR 1/2 bandits at them and see what happens. And if it turns out they suffer a TPK? Then just have them all wake up in the bandit camp tied up and bound rather than dead and let them try and escape. But at least that one fight'll give you better intel on what the party can truly handle for the future. [/QUOTE]
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