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General Tabletop Discussion
*Dungeons & Dragons
Every Fight a Nova: Consequences and Considerations
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<blockquote data-quote="Flamestrike" data-source="post: 8653667" data-attributes="member: 6788736"><p>The game becomes rocket tag where tactics other than 'win initiative at all costs, preferably with surprise' are redundant.</p><p></p><p>For an encounter to be a threat you basically need to cram an entire adventuring day's worth of XP into a single encounter. For a party of (say) 5 x 7th level PCs that's 25,000 XP, which is equal to a single CR20.</p><p></p><p>The other (long term) effect of doing the above is that your games will almost always end in a TPK. One day, you'll lose initiative to one of these encounters, and be on the receiving end.</p><p></p><p>Remember, if every encounter has even just a 5 percent chance of a TPK, odds are after 10 or so such encounters, your party have been wiped out in a TPK. If every encounter is coming with a 25 percent chance of a TPK, after 3 such encounters you should be all dead.</p><p></p><p>5e is deliberately forgiving in that an encounter that goes poorly for the PCs (bad rolling, bad tactics, DM is on fire with his dice) usually just translates to 'we burnt through more resources than we wanted to in this encounter, and now we're running low on HP/ Slots/ class features' and not 'damn - it's time to roll up new PCs'.</p><p></p><p>Remember, the PCs are expected to win a 'Medium' difficulty encounter, with 'no casualties, and only a possibility that one or more might need to use healing resources (HD, spells etc)' and even in a 'Hard' encounter, there is only a 'slim' chance that one PC might die.</p><p></p><p>Dialing everything up to Deadly+ means every fight comes with it a possibility of a TPK. Have enough of those fights, and you're invariably going to wind up with repeated TPK's... and why would anyone want to play that game?</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8653667, member: 6788736"] The game becomes rocket tag where tactics other than 'win initiative at all costs, preferably with surprise' are redundant. For an encounter to be a threat you basically need to cram an entire adventuring day's worth of XP into a single encounter. For a party of (say) 5 x 7th level PCs that's 25,000 XP, which is equal to a single CR20. The other (long term) effect of doing the above is that your games will almost always end in a TPK. One day, you'll lose initiative to one of these encounters, and be on the receiving end. Remember, if every encounter has even just a 5 percent chance of a TPK, odds are after 10 or so such encounters, your party have been wiped out in a TPK. If every encounter is coming with a 25 percent chance of a TPK, after 3 such encounters you should be all dead. 5e is deliberately forgiving in that an encounter that goes poorly for the PCs (bad rolling, bad tactics, DM is on fire with his dice) usually just translates to 'we burnt through more resources than we wanted to in this encounter, and now we're running low on HP/ Slots/ class features' and not 'damn - it's time to roll up new PCs'. Remember, the PCs are expected to win a 'Medium' difficulty encounter, with 'no casualties, and only a possibility that one or more might need to use healing resources (HD, spells etc)' and even in a 'Hard' encounter, there is only a 'slim' chance that one PC might die. Dialing everything up to Deadly+ means every fight comes with it a possibility of a TPK. Have enough of those fights, and you're invariably going to wind up with repeated TPK's... and why would anyone want to play that game? [/QUOTE]
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Every Fight a Nova: Consequences and Considerations
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