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<blockquote data-quote="tetrasodium" data-source="post: 9467446" data-attributes="member: 93670"><p>That is almost certainly due to a wide range of other changes cuts and areas in the rules that now design against the styles of play once aided by xp for gold and the assorted rules that fell victim to the tyranny of fun. Ironically 5e's defenders will often claim that these kinds of changes were made to support those kinds of adventures as if "you're the gm, you figure it out & make it work" without rules support is somehow empowering those old adventure styles.</p><p></p><p>It was extremely rare for players to run into an inappropriately scaled dungeon like you are describing for a few reasons. Firstly is the fact that barring stuff like tomb of horrors or dcc funnels where the goals were very different it simply was not fun slaughtering players or designing dungeons that the players effortlessly smash while bored to tears. Secondly is the fact that a GM who <em>did</em> find that fun was likely to find themselves without players fairly quick. The only other time you really ever saw is was when an adventure was prepped but players wanted to go off in some random direction that the gm tried to wing it with on the fly</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9467446, member: 93670"] That is almost certainly due to a wide range of other changes cuts and areas in the rules that now design against the styles of play once aided by xp for gold and the assorted rules that fell victim to the tyranny of fun. Ironically 5e's defenders will often claim that these kinds of changes were made to support those kinds of adventures as if "you're the gm, you figure it out & make it work" without rules support is somehow empowering those old adventure styles. It was extremely rare for players to run into an inappropriately scaled dungeon like you are describing for a few reasons. Firstly is the fact that barring stuff like tomb of horrors or dcc funnels where the goals were very different it simply was not fun slaughtering players or designing dungeons that the players effortlessly smash while bored to tears. Secondly is the fact that a GM who [I]did[/I] find that fun was likely to find themselves without players fairly quick. The only other time you really ever saw is was when an adventure was prepped but players wanted to go off in some random direction that the gm tried to wing it with on the fly [/QUOTE]
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