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General Tabletop Discussion
*Dungeons & Dragons
Can A Spell Caster Out Damage a Martial Consistently?
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<blockquote data-quote="tetrasodium" data-source="post: 9663353" data-attributes="member: 93670"><p>The point I made about d&d online was not a GM simply saying that "you can't buy standard phb adventuring gear", it was about the GM providing the gold to buy <em>dozens</em> of consumable items healing potions and then shrugging it off when players decide to do so. I think that that very much leads into another way that your games are unlike anything most would consider normal.</p><p>[Spoiler="some relevant puzzle pieces you've said"]</p><ul> <li data-xf-list-type="ul">In another thread you mentioned that you had played through <em>several</em> 1-20 5e games complete with a specific number. In that and other threads you've commented about how those groups tend to advance at a speed averaging a level or more per session</li> <li data-xf-list-type="ul">In this and other threads you've brought up suggested treasure rewards as a shield for various expenditures like one might use the old WBL tables</li> <li data-xf-list-type="ul">It's not uncommon for a GM to use those recommended treasure/WBL tables as a rule of thumb for what to grant players when <em>starting</em> at higher level, especially with one shots</li> </ul><p>.</p><p>[/Spoiler]</p><p></p><p>Your gameplay descriptions come off more like you are describing a series of one shots that happen to have the same characters leveled across them on the most technical of technicalities. Doing that cuts out a ton of smaller encounters and adventuring hazards that would normally be responsible for burning up some of those consumable potions that other posters dubiously questioned you about your party actually according. Take the benefits of cutting out so much of the red line of travel stuff to reduce injuries and expenses on things like healing potion kegs and supplement it with the recommended party wealth gains that come with "ok guys come back +N levels next week after splitting the difference in wealth gain and it becomes trivial to afford the dozens of healing potions in this thread or the mass costume jewelry levels of rings in others.</p><p></p><p>IoW it doesn't matter if you are being questioned on a one off edge case game where aTHE unusual element of that game/group was your partystacking up to a huge pile of 1-20 games when most people don't even play one game 1-20, if you are being questioned because it's really unusual for multiple players to have bunch of energy resistance rings, or if it's really unusual for players to go out with dozens of healing potions because You always present that one element as totally normal because that ONE element could fit within x & y guideline. <em>However</em> when all of those are taken together it's clear that it doesn't matter if it could fit within x & y guidelines because the games making up your experience seems to <em>always</em> be so far outside the norm that they are the very definition of <a href="https://www.sphericalcowblog.com/spherical-cows" target="_blank">so you take a spherical cow</a> & too many elements are being extended so far outside the norm for it to matter if any of them could individually fit within the guidelines of x&y</p><p></p><p>There are other big problems with your post though and [USER=23751]@Maxperson[/USER] are correctly questioned what I'll go beyond with an explanation of why it's wrong since I'm very familiar with both the discrepancy as well as what happened to cause it because I witnessed the shift from running AL regularly. Wotc's hard cover adventures have not contained the level of wealth you describe for quite some time. The earlier ones could have, but at some point they shifted the printed treasure rewards to fit the AL guidelines be ALGMs would often say "well yea your right that normally this adventure you showed up to has $item here [where you obviously memorized it before joining my table] but AL doesn't give treasure like that because it uses a different method where you just pick from the ALPG tables at the levels it gives you stuff. Prior to that style of AL treasure there was far more treasure in the HC adventures (the shift eS stark and obvious)players had to see it in an adventure they played and record it on a pointless sheet and buy it from gold obtained from the all totally real games recorded on that pointless sheet. The other problem is with the status of healing potions</p><p></p><p>Having healing potions on the mundane adventuring gear table is something that 5e is erroneously given a lot of credit for, but it's not the first or best edition at doing that. Back in 3.x there were CLW wands and similar with slightly better healing per gp. Sure there were some 3.x GM's who wouldn't give those out in treasure or made buying them difficult, but they were still craftable & in all three cases they were a better implementation because reckless use of those wands ate into the treasure found and gold available to purchase better gear for the expected magic item churn would be reduced by the reckless expenditures. In the 2e DMG you get where healing potions were first made readily available with saying "<em>A potion of healing is a fairly necessary item, something the DM may want to be readily available to the characters. Therefore, itshould be cheap, costing no more than 200 gp</em>." On pg 120, but it too had extensive advice on getting treasure right and gm+player collaboration on finding/creating new magic items without trivializing the game or brewing boredom by rewarding reckless Monty haul fueled expenditures</p><p>'</p><p>Edit: and I'm extremely skeptical that the older hc adventures published before the AL treasure changes had enough treasure buried in them to add up as high as you are implying unless you look exclusively at the 3.x reprints that still used the 3.x WBL pegged treasure and even then I'm doubtful that it has so much.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9663353, member: 93670"] The point I made about d&d online was not a GM simply saying that "you can't buy standard phb adventuring gear", it was about the GM providing the gold to buy [I]dozens[/I] of consumable items healing potions and then shrugging it off when players decide to do so. I think that that very much leads into another way that your games are unlike anything most would consider normal. [Spoiler="some relevant puzzle pieces you've said"] [LIST] [*]In another thread you mentioned that you had played through [I]several[/I] 1-20 5e games complete with a specific number. In that and other threads you've commented about how those groups tend to advance at a speed averaging a level or more per session [*]In this and other threads you've brought up suggested treasure rewards as a shield for various expenditures like one might use the old WBL tables [*]It's not uncommon for a GM to use those recommended treasure/WBL tables as a rule of thumb for what to grant players when [I]starting[/I] at higher level, especially with one shots [/LIST] . [/Spoiler] Your gameplay descriptions come off more like you are describing a series of one shots that happen to have the same characters leveled across them on the most technical of technicalities. Doing that cuts out a ton of smaller encounters and adventuring hazards that would normally be responsible for burning up some of those consumable potions that other posters dubiously questioned you about your party actually according. Take the benefits of cutting out so much of the red line of travel stuff to reduce injuries and expenses on things like healing potion kegs and supplement it with the recommended party wealth gains that come with "ok guys come back +N levels next week after splitting the difference in wealth gain and it becomes trivial to afford the dozens of healing potions in this thread or the mass costume jewelry levels of rings in others. IoW it doesn't matter if you are being questioned on a one off edge case game where aTHE unusual element of that game/group was your partystacking up to a huge pile of 1-20 games when most people don't even play one game 1-20, if you are being questioned because it's really unusual for multiple players to have bunch of energy resistance rings, or if it's really unusual for players to go out with dozens of healing potions because You always present that one element as totally normal because that ONE element could fit within x & y guideline. [I]However[/I] when all of those are taken together it's clear that it doesn't matter if it could fit within x & y guidelines because the games making up your experience seems to [I]always[/I] be so far outside the norm that they are the very definition of [URL='https://www.sphericalcowblog.com/spherical-cows']so you take a spherical cow[/URL] & too many elements are being extended so far outside the norm for it to matter if any of them could individually fit within the guidelines of x&y There are other big problems with your post though and [USER=23751]@Maxperson[/USER] are correctly questioned what I'll go beyond with an explanation of why it's wrong since I'm very familiar with both the discrepancy as well as what happened to cause it because I witnessed the shift from running AL regularly. Wotc's hard cover adventures have not contained the level of wealth you describe for quite some time. The earlier ones could have, but at some point they shifted the printed treasure rewards to fit the AL guidelines be ALGMs would often say "well yea your right that normally this adventure you showed up to has $item here [where you obviously memorized it before joining my table] but AL doesn't give treasure like that because it uses a different method where you just pick from the ALPG tables at the levels it gives you stuff. Prior to that style of AL treasure there was far more treasure in the HC adventures (the shift eS stark and obvious)players had to see it in an adventure they played and record it on a pointless sheet and buy it from gold obtained from the all totally real games recorded on that pointless sheet. The other problem is with the status of healing potions Having healing potions on the mundane adventuring gear table is something that 5e is erroneously given a lot of credit for, but it's not the first or best edition at doing that. Back in 3.x there were CLW wands and similar with slightly better healing per gp. Sure there were some 3.x GM's who wouldn't give those out in treasure or made buying them difficult, but they were still craftable & in all three cases they were a better implementation because reckless use of those wands ate into the treasure found and gold available to purchase better gear for the expected magic item churn would be reduced by the reckless expenditures. In the 2e DMG you get where healing potions were first made readily available with saying "[I]A potion of healing is a fairly necessary item, something the DM may want to be readily available to the characters. Therefore, itshould be cheap, costing no more than 200 gp[/I]." On pg 120, but it too had extensive advice on getting treasure right and gm+player collaboration on finding/creating new magic items without trivializing the game or brewing boredom by rewarding reckless Monty haul fueled expenditures ' Edit: and I'm extremely skeptical that the older hc adventures published before the AL treasure changes had enough treasure buried in them to add up as high as you are implying unless you look exclusively at the 3.x reprints that still used the 3.x WBL pegged treasure and even then I'm doubtful that it has so much. [/QUOTE]
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