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Differing opinions about 5e
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<blockquote data-quote="Illithidbix" data-source="post: 7120852" data-attributes="member: 12283"><p>To echo much of what's already been said</p><p></p><p><strong>Encounter Builder</strong></p><p>The guidelines for the encounter builder means that 5E feels forgiving ("easy"), which the Encounter Builder makes it feel wussy for anyone with optamising and tactical players. Esp. their use of the word "Deadly" to mean</p><p></p><p>Rather than "likely TPK", which some seem to assume it should.</p><p></p><p><strong>To me the encounter builder is mostly there to help ensure that newbie DMs don't accidentally TPK their newbie players.</strong></p><p></p><p></p><p>I've tried it on total newbies and not had problems.</p><p></p><p>I have also noticed that the games that I've run and played have almost always had far fewer encounters between every rest than the "average adventuring day" that the DMG suggests, and this seems very common.</p><p></p><p></p><p></p><p>I do however wonder if a level 1 party *could* reliably expect to go through six to eight medium/hard encounters with so few resources.</p><p></p><p><strong>Optimisation</strong></p><p></p><p>There is very little *need* to optimise in 5E and it tends to be pretty straight forward: Make sure your primary attack stat is your highest ability score. Well done.</p><p></p><p>There are a handful of powerful multiclass builds; mostly focused on getting 2 levels of Fighter for Action Surge or getting 2 levels of Warlock for Agonising Blast and possibly something, something Assassin Rogue, something something, liberal interpretation of the stealth rules.</p><p>Otherwise multiclassing isn't really a path to power.</p></blockquote><p></p>
[QUOTE="Illithidbix, post: 7120852, member: 12283"] To echo much of what's already been said [b]Encounter Builder[/b] The guidelines for the encounter builder means that 5E feels forgiving ("easy"), which the Encounter Builder makes it feel wussy for anyone with optamising and tactical players. Esp. their use of the word "Deadly" to mean Rather than "likely TPK", which some seem to assume it should. [b]To me the encounter builder is mostly there to help ensure that newbie DMs don't accidentally TPK their newbie players.[/b] I've tried it on total newbies and not had problems. I have also noticed that the games that I've run and played have almost always had far fewer encounters between every rest than the "average adventuring day" that the DMG suggests, and this seems very common. I do however wonder if a level 1 party *could* reliably expect to go through six to eight medium/hard encounters with so few resources. [b]Optimisation[/b] There is very little *need* to optimise in 5E and it tends to be pretty straight forward: Make sure your primary attack stat is your highest ability score. Well done. There are a handful of powerful multiclass builds; mostly focused on getting 2 levels of Fighter for Action Surge or getting 2 levels of Warlock for Agonising Blast and possibly something, something Assassin Rogue, something something, liberal interpretation of the stealth rules. Otherwise multiclassing isn't really a path to power. [/QUOTE]
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