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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="Celtavian" data-source="post: 6864327" data-attributes="member: 5834"><p>They're on my campaign thread in my signature.</p><p></p><p></p><p></p><p>Not a crossbow expert. He's using some Unearthed Arcana material.</p><p></p><p></p><p></p><p>My experience with the 6 to 8 encounter day is they destroy medium to hard encounters with such ease that they don't use up many resources. They often look at me with that "Is that it?" look. If you will notice in <strong>Flamestrike</strong>'s encounters, his environment was more challenging than the monsters. The environment is not 5E out of the box.</p><p></p><p></p><p></p><p>That's not the experiment. It's against min-max characters, which require the use of feats, magic items, and multiclassing. Are you saying those three options so enhance the PCs that way above deadly encounters become trivial for them? Is that what you're telling me?</p><p></p><p></p><p></p><p>I'm sure you could out of the box with no magic items, feats, or multiclassing, especially no magic items since damage resistance would actually work. I could do this too. Players wouldn't enjoy the game very much without optional class options, but it would make the game work. But that's not the experiment.</p><p></p><p>First, the campaign I used for an example would not be a good guideline. They have magic items of a level seen in very few campaigns. </p><p></p><p>That being said the game math issues I'm discussing have occurred in all of our campaigns. They have nothing to do with the DM and everything to do with the game math which allows players to have a heavy advantage over their enemies. It's min-max gaming focused on advantageous mathematical choices that put the DM behind the eight ball. It doesn't mean the DM can't occasionally make something challenge. So this whole, "Let's have a one off where I am a bastard DM" proves absolutely nothing. Unless you have min-max gamers in your group constantly pushing the limits of the game math, you're really not going to get what some of us are talking about. <strong>Flamestrike</strong> designed one set of encounters he hoped would stop the min-max group I was running. I deal with PCs more min-maxed than what I made on a weekly basis. Please don't confuse this with me "thinking my players are awesome." All it proves about my players is they are very good at choosing mathematically advantageous options after reading message boards and rule books looking for them. In my book, that doesn't necessarily make you a great player, but it does make it hard on the DM week after week.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6864327, member: 5834"] They're on my campaign thread in my signature. Not a crossbow expert. He's using some Unearthed Arcana material. My experience with the 6 to 8 encounter day is they destroy medium to hard encounters with such ease that they don't use up many resources. They often look at me with that "Is that it?" look. If you will notice in [b]Flamestrike[/b]'s encounters, his environment was more challenging than the monsters. The environment is not 5E out of the box. That's not the experiment. It's against min-max characters, which require the use of feats, magic items, and multiclassing. Are you saying those three options so enhance the PCs that way above deadly encounters become trivial for them? Is that what you're telling me? I'm sure you could out of the box with no magic items, feats, or multiclassing, especially no magic items since damage resistance would actually work. I could do this too. Players wouldn't enjoy the game very much without optional class options, but it would make the game work. But that's not the experiment. First, the campaign I used for an example would not be a good guideline. They have magic items of a level seen in very few campaigns. That being said the game math issues I'm discussing have occurred in all of our campaigns. They have nothing to do with the DM and everything to do with the game math which allows players to have a heavy advantage over their enemies. It's min-max gaming focused on advantageous mathematical choices that put the DM behind the eight ball. It doesn't mean the DM can't occasionally make something challenge. So this whole, "Let's have a one off where I am a bastard DM" proves absolutely nothing. Unless you have min-max gamers in your group constantly pushing the limits of the game math, you're really not going to get what some of us are talking about. [b]Flamestrike[/b] designed one set of encounters he hoped would stop the min-max group I was running. I deal with PCs more min-maxed than what I made on a weekly basis. Please don't confuse this with me "thinking my players are awesome." All it proves about my players is they are very good at choosing mathematically advantageous options after reading message boards and rule books looking for them. In my book, that doesn't necessarily make you a great player, but it does make it hard on the DM week after week. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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