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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="MaskedGuy" data-source="post: 8108449" data-attributes="member: 6916225"><p>I feel like I'm missing the context of the rant?</p><p></p><p>Well either way, by the rules I think moderate threat difficulty is right.</p><p></p><p>"<strong>Moderate-threat</strong> encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting. "</p><p></p><p>Aka "As long your players pay attention and don't turn their brains off, they will win.". You can have your character knocked out in moderate threat encounter, but you are extremely unlikely to actually die past level 1.</p><p></p><p>My opinion on medicine is that its nice alternative way of healing characters to full outside of combat that doesn't require them to buy wand and touching each other over and over like it was a some sort of super market product, but inside combat its just emmergency heal option when you don't have cleric available. I don't believe medicine should be strong enough to justify party completely lacking combat healer, one of things I actually like about 2e is that enemies deal enough damage to combat healing being actually useful instead of 1e "combat healing is waste of turn that could be used to kill creature that causes damage"</p><p></p><p>And regarding long distance kills: Well yeah, of course if you start your party in 120 feet sniping range of melee creature with 25 feet movement, that creature is going to die before it gets close to you. You have enough distance that you can super easily kite it to death. Same applies in 1e as well as 5e and most ofther systems. That is more of common sense than system specific quirk</p></blockquote><p></p>
[QUOTE="MaskedGuy, post: 8108449, member: 6916225"] I feel like I'm missing the context of the rant? Well either way, by the rules I think moderate threat difficulty is right. "[B]Moderate-threat[/B] encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting. " Aka "As long your players pay attention and don't turn their brains off, they will win.". You can have your character knocked out in moderate threat encounter, but you are extremely unlikely to actually die past level 1. My opinion on medicine is that its nice alternative way of healing characters to full outside of combat that doesn't require them to buy wand and touching each other over and over like it was a some sort of super market product, but inside combat its just emmergency heal option when you don't have cleric available. I don't believe medicine should be strong enough to justify party completely lacking combat healer, one of things I actually like about 2e is that enemies deal enough damage to combat healing being actually useful instead of 1e "combat healing is waste of turn that could be used to kill creature that causes damage" And regarding long distance kills: Well yeah, of course if you start your party in 120 feet sniping range of melee creature with 25 feet movement, that creature is going to die before it gets close to you. You have enough distance that you can super easily kite it to death. Same applies in 1e as well as 5e and most ofther systems. That is more of common sense than system specific quirk [/QUOTE]
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Another Deadly Session, and It's Getting Old
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