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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="Flamestrike" data-source="post: 6863992" data-attributes="member: 6788736"><p>Im not ignoring any evidence. Its the DM who places monsters. If he wants them leaping out from within 40' to attack the party more often than not, or for terrain and the environment to generally favor melee over ranged combat, <em>then this is what happens</em>.</p><p></p><p>And PCs can use magic to do all kinds of awesome stuff. Magic expends resources. Those resources are finite, and according to the DMG should run out after 6-8 medium-hard encounters. </p><p></p><p></p><p></p><p>Because in a game where the DM has maintained control over the encounter conditions, and ensured melee fighters have a place, then such a decision will be rewarded.</p><p></p><p>If (from 1st level) I (as DM) tended towards starting my encounters 200' away from the party in more open environments, and ony used 1-2 'deadly' encounters per AD, you would see an abundance of long rest classes (full casters, paladins, barbarians) a dearth of short rest classes (fighters, monks, warlocks) and an abundance of ranged builds.</p><p></p><p>If I often used tighter environments (dungeons, forests) and closer ranged engagements (30-60') and (for example) pushed 6-8 encounters and 2-3 short rests on my players, then you would see a balance of classes, and a predisposition for melee over ranged PCs.</p><p></p><p>Players will take the path of least resistance. If your games meta favors certain tactics, classes or builds over others, they'll catch on.</p><p></p><p> </p><p></p><p>Build a mobile ranged archer PC all you want. The game has more than enough flying, ranged or spellcasting beasties, and tight environment to counter such a ranged PC as a DM could ever need.</p><p></p><p>If ranged characters are dominating melee types, thats the DMs fault. He's not tailoring his encounters to the abilities of his PC's.</p><p></p><p>I like to think of the DM as the conductor of the orchestra, and the players as the musicians. If your brass section is droning out the string section, thats the conductors fault.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6863992, member: 6788736"] Im not ignoring any evidence. Its the DM who places monsters. If he wants them leaping out from within 40' to attack the party more often than not, or for terrain and the environment to generally favor melee over ranged combat, [I]then this is what happens[/I]. And PCs can use magic to do all kinds of awesome stuff. Magic expends resources. Those resources are finite, and according to the DMG should run out after 6-8 medium-hard encounters. Because in a game where the DM has maintained control over the encounter conditions, and ensured melee fighters have a place, then such a decision will be rewarded. If (from 1st level) I (as DM) tended towards starting my encounters 200' away from the party in more open environments, and ony used 1-2 'deadly' encounters per AD, you would see an abundance of long rest classes (full casters, paladins, barbarians) a dearth of short rest classes (fighters, monks, warlocks) and an abundance of ranged builds. If I often used tighter environments (dungeons, forests) and closer ranged engagements (30-60') and (for example) pushed 6-8 encounters and 2-3 short rests on my players, then you would see a balance of classes, and a predisposition for melee over ranged PCs. Players will take the path of least resistance. If your games meta favors certain tactics, classes or builds over others, they'll catch on. Build a mobile ranged archer PC all you want. The game has more than enough flying, ranged or spellcasting beasties, and tight environment to counter such a ranged PC as a DM could ever need. If ranged characters are dominating melee types, thats the DMs fault. He's not tailoring his encounters to the abilities of his PC's. I like to think of the DM as the conductor of the orchestra, and the players as the musicians. If your brass section is droning out the string section, thats the conductors fault. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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