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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="AntiStateQuixote" data-source="post: 6864378" data-attributes="member: 30770"><p>I disagree. Setting up "the dungeon" is absolutely a necessary part of making D&D interesting and the environment should play a part. Flamestrike went further than I typically go, but I absolutely use the environment. PC adventurers invading a kobold lair (for example) will have to deal with the fact that kobolds have maze-like warrens of small tunnels filled with traps as part of their defenses.</p><p></p><p></p><p>Not quite. Every option you add to the PC toolbox increases their power. Those options are not additive; they compound. If they're not countered by similar tweaks for the monsters, then yes, fights will become much, much easier.</p><p></p><p>With regard to the 2x and 3x deadly encounters: I don't see how it's possible. If I recall you had several monsters with save-or-suck abilities. Did every PC really make every single save against the hezrou stench (within 10'; DC 14 CON save or poisoned), chasme drone (within 30'; DC 12 CON save or fall unconscious), and vrock screech (within 20'; DC 14 CON save or stunned)? Failing any one of those several saves takes the PC out for at least a round (well, poisoned doesn't take him out, but does suck for him). The demon horde should have chewed them up. If the DM didn't use those abilities then s/he didn't get much punch out of what those monsters bring to the table.</p><p></p><p>The concentration house rule is a huge factor for the PCs, and it's yet another of the bits that is multiplicative, not additive, to the PCs' power. The misplay of <em>banish</em> also had a big impact if it took 4 monsters out of the fight with a total of 4 actions and no concentration.</p></blockquote><p></p>
[QUOTE="AntiStateQuixote, post: 6864378, member: 30770"] I disagree. Setting up "the dungeon" is absolutely a necessary part of making D&D interesting and the environment should play a part. Flamestrike went further than I typically go, but I absolutely use the environment. PC adventurers invading a kobold lair (for example) will have to deal with the fact that kobolds have maze-like warrens of small tunnels filled with traps as part of their defenses. Not quite. Every option you add to the PC toolbox increases their power. Those options are not additive; they compound. If they're not countered by similar tweaks for the monsters, then yes, fights will become much, much easier. With regard to the 2x and 3x deadly encounters: I don't see how it's possible. If I recall you had several monsters with save-or-suck abilities. Did every PC really make every single save against the hezrou stench (within 10'; DC 14 CON save or poisoned), chasme drone (within 30'; DC 12 CON save or fall unconscious), and vrock screech (within 20'; DC 14 CON save or stunned)? Failing any one of those several saves takes the PC out for at least a round (well, poisoned doesn't take him out, but does suck for him). The demon horde should have chewed them up. If the DM didn't use those abilities then s/he didn't get much punch out of what those monsters bring to the table. The concentration house rule is a huge factor for the PCs, and it's yet another of the bits that is multiplicative, not additive, to the PCs' power. The misplay of [I]banish[/I] also had a big impact if it took 4 monsters out of the fight with a total of 4 actions and no concentration. [/QUOTE]
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Community
General Tabletop Discussion
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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