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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="Celtavian" data-source="post: 6865774" data-attributes="member: 5834"><p>True. I admit this particular group was built for a Justice League type of adventure: defeat the Demon Lords of The Abyss. If that isn't a superhero level fantasy adventure, I don't know what is.</p><p></p><p></p><p></p><p>Ignoring? More like already aware of all those options. I understand and have used many times the resource depletion tactic to make an encounter more difficult. I don't need advice, not even a little bit. I've done everything mentioned and more many, many times before. This isn't some neophyte asking for advice. This is someone discussing the math of the game. I gather not many people spend time concerned with the math of the game or they would see the problems I'm talking about with expertise with Stealth and Perception against the environment using the Passive Perception rule, certain spells, certain feats, and some of the monster design in the MM. Some things are better than others and it is clear when you look at the game math. Something I've done in every edition of D&D.</p><p></p><p></p><p></p><p>This campaign is not a good example of what I'm talking about. But all the problems I've mentioned have happened in every single campaign we've played in, even without potent magic items. The game reached a point from around 8 to 9 where the players' advantages became so great that monsters became fairly trivial to defeat. It didn't matter if it was dragons, undead, demons, or elemental prophets. The game math started to break down in favor of the PCs more often than not at a level I find unenjoyable as a DM because the game seems to be too easy for my tastes.</p><p></p><p>I don't get why some people are dismissive of empirical problems with the game math that are not addressed in the monster design in the base game. They must be addressed by individual DMs, usually by developing some counter to them with custom environments or monsters that put the monsters on equal footing with the PCs when it comes to the base game rules aka game math.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6865774, member: 5834"] True. I admit this particular group was built for a Justice League type of adventure: defeat the Demon Lords of The Abyss. If that isn't a superhero level fantasy adventure, I don't know what is. Ignoring? More like already aware of all those options. I understand and have used many times the resource depletion tactic to make an encounter more difficult. I don't need advice, not even a little bit. I've done everything mentioned and more many, many times before. This isn't some neophyte asking for advice. This is someone discussing the math of the game. I gather not many people spend time concerned with the math of the game or they would see the problems I'm talking about with expertise with Stealth and Perception against the environment using the Passive Perception rule, certain spells, certain feats, and some of the monster design in the MM. Some things are better than others and it is clear when you look at the game math. Something I've done in every edition of D&D. This campaign is not a good example of what I'm talking about. But all the problems I've mentioned have happened in every single campaign we've played in, even without potent magic items. The game reached a point from around 8 to 9 where the players' advantages became so great that monsters became fairly trivial to defeat. It didn't matter if it was dragons, undead, demons, or elemental prophets. The game math started to break down in favor of the PCs more often than not at a level I find unenjoyable as a DM because the game seems to be too easy for my tastes. I don't get why some people are dismissive of empirical problems with the game math that are not addressed in the monster design in the base game. They must be addressed by individual DMs, usually by developing some counter to them with custom environments or monsters that put the monsters on equal footing with the PCs when it comes to the base game rules aka game math. [/QUOTE]
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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