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<blockquote data-quote="MNblockhead" data-source="post: 7183902" data-attributes="member: 6796661"><p>Welcome back! I started playing 5e after not having played since 1e and am loving it. </p><p></p><p>My players are very experienced. I really need to crank up the power of foes and use minions and challenging terrain/fortifications to keep thing challenging and interesting. If I go with suggested CR with my kids, however, their characters die so I have to tone things down considerably. </p><p></p><p>CR are just guidelines, made to work with newer players and average, balanced parties. </p><p></p><p>Know you players and experiment until you find the happy middle. </p><p></p><p>For me, I find the that the advice for increasing or decreasing difficulty of combat given in Adventurer's League modules to be helpful examples that you can extrapolate into your games. </p><p></p><p>I completely ignore the suggested number of combats per whatever period nonsense. Is that a hold over from 4th? It is just alien to how I learned to play the game. I've had 8-hour sessions with no combat and 8-hour sessions with a single combat. </p><p></p><p>Combat is likely but not inevitable in my games. I also like to mix up my campaign with sessions that focus on different pillars of role playing. Some sessions are who dunnits, some are hack n' slash marathon meat grinders, some are traps-and-puzzles focuses. You don't need to have a balance of all pillars of play in each and every session. Perhaps in convention play, that is something to strive for, but run your own games to have fun your own way.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7183902, member: 6796661"] Welcome back! I started playing 5e after not having played since 1e and am loving it. My players are very experienced. I really need to crank up the power of foes and use minions and challenging terrain/fortifications to keep thing challenging and interesting. If I go with suggested CR with my kids, however, their characters die so I have to tone things down considerably. CR are just guidelines, made to work with newer players and average, balanced parties. Know you players and experiment until you find the happy middle. For me, I find the that the advice for increasing or decreasing difficulty of combat given in Adventurer's League modules to be helpful examples that you can extrapolate into your games. I completely ignore the suggested number of combats per whatever period nonsense. Is that a hold over from 4th? It is just alien to how I learned to play the game. I've had 8-hour sessions with no combat and 8-hour sessions with a single combat. Combat is likely but not inevitable in my games. I also like to mix up my campaign with sessions that focus on different pillars of role playing. Some sessions are who dunnits, some are hack n' slash marathon meat grinders, some are traps-and-puzzles focuses. You don't need to have a balance of all pillars of play in each and every session. Perhaps in convention play, that is something to strive for, but run your own games to have fun your own way. [/QUOTE]
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