WizarDru said:The problem, put simply, is that higher level play can turn things on their ear, and sometimes strectch credibility to the breaking point. Higher level play in D&D is neither better nor worse than lower level play, but it is DIFFERENT. Challenges need to move in other directions, particularly if you want to move away from many of the standard insta-death threats.
Fimmtiu said:when we were surprised by an angry carnivorous plant: surprise round, full attack, chomp chomp chomp.
alsih2o said:
could it be that things like this happen? not a lot of info on this one to work with, but surprise rounds only give partial actions if i am not mistaken, and IF i read this right you are giving full round actions
hong said:
I think what he means is:
- surprise round: plant chomps cleric once
- 1st normal round: plant rolls high, cleric rolls low, plant chomps cleric a few more times
alsih2o said:i wondered, but i have seen more than one group making this mistake (mine included )
Not weird at all, actually. It's a complete fallacy that mortality goes down when going up in levels - higher level characters don't necessarily survive longer, they can just take bigger challenges without dying immediately.Fimmtiu said:The main problem is that we're having a serious problem with player mortality as we go up in levels. Weird, right? You'd think that things are more dangerous when you've only got 6 HP and lousy AC. But in higher-CR encounters, you tend to live or die just on the outcome of a single die roll.