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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: 6864419" data-attributes="member: 6788736"><p>Ill stop you right there. I designed the encounters to challenge them not to stop them; have them manage resources throughout an adventuring day. Each encounter should have drained around 10-15 percent of those long rest resources.</p><p></p><p>Your group was supposed to win. Like they are with every adventure I design. Be challenged, but win.</p><p></p><p>Its too late for those PCs to put the absolute brakes on what they've done - theyve literally built those characters to conform to your own campaigns rest, encounter design and placement and your own DM style meta.</p><p></p><p>If I took over DMing your group, there would be a brief moment of system shock for them as a group, but theyd adjust pretty quickly. Heck, after a session or two I'd allow them to rebuild their characters from the ground up to compensate. The UA stuff and house ruled concentration mechanic would be removed, and those insane magic items would be taken away and/or nerfed so it's only fair.</p><p></p><p>In fact, I'd do it before we started. Id make rebuilds using core only WoTC stuff, nix magic items down to no more than 2 rare items (plus expendables) per PC, no UA, point buy stats, dump the concentration mechanic, HP by the book, and would explain the new rest and encounter meta to them in depth (expect sixish encounters and 2 short rests per standard adventuring day - often less, occasionally more) so they could re-stat those characters up accordingly.</p><p></p><p>And with all those multiple artifact level magic items, doubling down on concentration buffs, giving high stats away like candy, and monsters that attack on featureless plains at range, no more than once a day on average allowing nova strikes, is it any surprise your players are bored?</p><p></p><p>You're monty hauling, and failing to challenge your players. You're just dialing up the difficulty of the encounters. Its not some inherent flaw in the system, its arguably even lazy DMing (or DMing with an innocent ignorance of several meta aspects of the game, or an intentional dseire to instill your own meta via your own choice on your players and game at best).</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6864419, member: 6788736"] Ill stop you right there. I designed the encounters to challenge them not to stop them; have them manage resources throughout an adventuring day. Each encounter should have drained around 10-15 percent of those long rest resources. Your group was supposed to win. Like they are with every adventure I design. Be challenged, but win. Its too late for those PCs to put the absolute brakes on what they've done - theyve literally built those characters to conform to your own campaigns rest, encounter design and placement and your own DM style meta. If I took over DMing your group, there would be a brief moment of system shock for them as a group, but theyd adjust pretty quickly. Heck, after a session or two I'd allow them to rebuild their characters from the ground up to compensate. The UA stuff and house ruled concentration mechanic would be removed, and those insane magic items would be taken away and/or nerfed so it's only fair. In fact, I'd do it before we started. Id make rebuilds using core only WoTC stuff, nix magic items down to no more than 2 rare items (plus expendables) per PC, no UA, point buy stats, dump the concentration mechanic, HP by the book, and would explain the new rest and encounter meta to them in depth (expect sixish encounters and 2 short rests per standard adventuring day - often less, occasionally more) so they could re-stat those characters up accordingly. And with all those multiple artifact level magic items, doubling down on concentration buffs, giving high stats away like candy, and monsters that attack on featureless plains at range, no more than once a day on average allowing nova strikes, is it any surprise your players are bored? You're monty hauling, and failing to challenge your players. You're just dialing up the difficulty of the encounters. Its not some inherent flaw in the system, its arguably even lazy DMing (or DMing with an innocent ignorance of several meta aspects of the game, or an intentional dseire to instill your own meta via your own choice on your players and game at best). [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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