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General Tabletop Discussion
*Dungeons & Dragons
Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Radaceus" data-source="post: 6863900" data-attributes="member: 6796086"><p>I think the above is looking at the system with rose colored glasses.</p><p></p><p>A few points:</p><p></p><p>- if it is good for the goose it is good for the gander. There is no restriction from using ranged against the party, in fact if a DM hasn't figured this out by say level 5, that's unfortunate. You can only hold a persons hand for so long before you strip the training wheels</p><p></p><p>-Feats are optional, if they are creating an overly easy environment, most likely due to the latter half of the first point mentioned above, remove them from the campaign.</p><p></p><p>-Terrain...I dont know how often I have to suggest this, but I feel like many must be so used to runnign encounters on a graphed minimap that the forget about all the LoS blockages, pitfalls, not to mention height variations... terrain can be difficult...use it! Terrain is the bane of all ranged. This is not some suggested fix, this is of historical accuracy. Also in this vein- Weather, it's not always sunny!</p><p></p><p>-Outdoors, use of mounted combatants to close the distance where ranged IS in it's element. I dont see enough said about mounted combat in any of the 5E books, but it is a very useful element to outdoor encounter design</p><p></p><p>-indoors, if you are using linear dungeons, that go from point to point, with no alternative passages, I refer you to the latter half of the first point above. Better to have this example: party enters foyer, alerts guards, guards alert more, guards come out the woodwork from side passages... Likewise to this, secret passageways that circumvent intrusion to come around a group. </p><p></p><p>-Traps, they dont always go off at the front of the party...</p><p></p><p>- plenty of spells to eliminate ranged combat without allowing a save, a few good ones besides the most obvious Fog Cloud; Plant Growth/Entangle combo( true, it allows a save...but its a STR save...suck on that ranged attacker while you try to move out of the heavily overgrown area at 1/4 movement! an oh BTW here's a flaming sphere from our mage that you cant get away from!); Animate objects (120'... try combining this with any form of suggestion for the archer to drop his quiver...); Wall of anything; PC's like to wear armor while ranging...Heat Metal!...hell give them a mithral bowstring and Heat metal anyways! (I have added warpwood as a spell scroll in my campaign but the PCs never found it ;p); Sleet Storm; Darkness...But I digress,</p><p></p><p>Many ways to skin the cat within the framework of the current 5E rule systems, with out house ruling anything</p><p></p><p>But if the group is having fun, and the DM is having fun...that is ultimately the most important thing.</p></blockquote><p></p>
[QUOTE="Radaceus, post: 6863900, member: 6796086"] I think the above is looking at the system with rose colored glasses. A few points: - if it is good for the goose it is good for the gander. There is no restriction from using ranged against the party, in fact if a DM hasn't figured this out by say level 5, that's unfortunate. You can only hold a persons hand for so long before you strip the training wheels -Feats are optional, if they are creating an overly easy environment, most likely due to the latter half of the first point mentioned above, remove them from the campaign. -Terrain...I dont know how often I have to suggest this, but I feel like many must be so used to runnign encounters on a graphed minimap that the forget about all the LoS blockages, pitfalls, not to mention height variations... terrain can be difficult...use it! Terrain is the bane of all ranged. This is not some suggested fix, this is of historical accuracy. Also in this vein- Weather, it's not always sunny! -Outdoors, use of mounted combatants to close the distance where ranged IS in it's element. I dont see enough said about mounted combat in any of the 5E books, but it is a very useful element to outdoor encounter design -indoors, if you are using linear dungeons, that go from point to point, with no alternative passages, I refer you to the latter half of the first point above. Better to have this example: party enters foyer, alerts guards, guards alert more, guards come out the woodwork from side passages... Likewise to this, secret passageways that circumvent intrusion to come around a group. -Traps, they dont always go off at the front of the party... - plenty of spells to eliminate ranged combat without allowing a save, a few good ones besides the most obvious Fog Cloud; Plant Growth/Entangle combo( true, it allows a save...but its a STR save...suck on that ranged attacker while you try to move out of the heavily overgrown area at 1/4 movement! an oh BTW here's a flaming sphere from our mage that you cant get away from!); Animate objects (120'... try combining this with any form of suggestion for the archer to drop his quiver...); Wall of anything; PC's like to wear armor while ranging...Heat Metal!...hell give them a mithral bowstring and Heat metal anyways! (I have added warpwood as a spell scroll in my campaign but the PCs never found it ;p); Sleet Storm; Darkness...But I digress, Many ways to skin the cat within the framework of the current 5E rule systems, with out house ruling anything But if the group is having fun, and the DM is having fun...that is ultimately the most important thing. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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