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DM Says No Powergaming?
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<blockquote data-quote="tetrasodium" data-source="post: 8876177" data-attributes="member: 93670"><p>Really? Your solution to making traps <em>matter</em> is to stop in a list of reasons why various types of traps don't matter at the damage breakdown showing why traps that deal damage dont matter until they start having a negative impact on the session & list off some examples of traps that were already covered?...</p><p></p><p>Split the party? Exvclude a PC from combat? Put the monsters on alert or add more?... I talked about all of those things</p><p></p><p>The players might not be able to bypass encounters?... 5e is designed so the GM is expected to cram an unreasonable number of encounters on the players & distortions in power between different players at the table are created when you start mucking with it even before you factor in the fact that the PCs are already overpowered in ways that almost certainly makes the extra encounters no big deal.... <strong>My god... what kind of grindfest do you need to run in order to make <em>not</em> being able to skip some encounters matter<em> in 5e</em>?</strong></p><p></p><p>Yes it does, but again 5e tries to downplay attrition & raise PC durability so far that the "increased" difficulty is almost entirely academic until it starts looking adversarial.</p><p></p><p>you've already mentioned bypassing encounters.... </p><p></p><p>.It sounds like you are pitching <a href="https://media.wizards.com/2014/downloads/dnd/TuckersKobolds.pdf" target="_blank">tuckers kobolds</a> as the first last & only solution of making that -5 on passive perception matter.... Prep for tuckers kobolds has a much higher level of GM workload than almost any other style of gameplay & is far from the norm even when it gets run & that even extrends to the story it was introduced with that was about<em> Tucker's</em> Tuker's Kobolds.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8876177, member: 93670"] Really? Your solution to making traps [I]matter[/I] is to stop in a list of reasons why various types of traps don't matter at the damage breakdown showing why traps that deal damage dont matter until they start having a negative impact on the session & list off some examples of traps that were already covered?... Split the party? Exvclude a PC from combat? Put the monsters on alert or add more?... I talked about all of those things The players might not be able to bypass encounters?... 5e is designed so the GM is expected to cram an unreasonable number of encounters on the players & distortions in power between different players at the table are created when you start mucking with it even before you factor in the fact that the PCs are already overpowered in ways that almost certainly makes the extra encounters no big deal.... [B]My god... what kind of grindfest do you need to run in order to make [I]not[/I] being able to skip some encounters matter[I] in 5e[/I]?[/B] Yes it does, but again 5e tries to downplay attrition & raise PC durability so far that the "increased" difficulty is almost entirely academic until it starts looking adversarial. you've already mentioned bypassing encounters.... .It sounds like you are pitching [URL='https://media.wizards.com/2014/downloads/dnd/TuckersKobolds.pdf']tuckers kobolds[/URL] as the first last & only solution of making that -5 on passive perception matter.... Prep for tuckers kobolds has a much higher level of GM workload than almost any other style of gameplay & is far from the norm even when it gets run & that even extrends to the story it was introduced with that was about[I] Tucker's[/I] Tuker's Kobolds. [/QUOTE]
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