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<blockquote data-quote="KarinsDad" data-source="post: 6417472" data-attributes="member: 2011"><p>The difference for me is that one is done "in character" and the other is not. It's not about handing out potent magic items and it's not about handing out a lot of them, it's about letting the players shine using their PCs instead of letting the game mechanics shine.</p><p></p><p>Like you said, different strokes.</p><p></p><p></p><p></p><p>If you need to rely on fate points to solve that issue, then fate points is not really the topic of discussion.</p><p></p><p>As for 5E, it really depends on how tactical your players are. Our group of 6 3rd level PCs took on 4 5th level (2 attacks per round) foes and 8 foes (with special abilities like knocking foes prone, and trampling, and pack tactics) similar in level to us (based on the number of hits it took to take them out). We were outnumbered 2 to 1, but won. We did have to pull out all of our big guns and many of our other resources (as an example, a potion of healing that my wizard bought at level 1 was used to bring the fighter back conscious, something that I had saved for 2+ levels for an emergency).</p><p></p><p>5E is only super deadly if either the DM makes it that way, the players make it that way (by making tactically unsound decisions), or the tables runs into a really bad streak of dice rolling. You can control the first one. If you want to make the game deadly, you should give the PCs the tools that they need to confront that deadliness. Giving the tools to the players without giving them to the PCs means that the players are not using the PCs to handle that deadliness, but an external house rule instead.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6417472, member: 2011"] The difference for me is that one is done "in character" and the other is not. It's not about handing out potent magic items and it's not about handing out a lot of them, it's about letting the players shine using their PCs instead of letting the game mechanics shine. Like you said, different strokes. If you need to rely on fate points to solve that issue, then fate points is not really the topic of discussion. As for 5E, it really depends on how tactical your players are. Our group of 6 3rd level PCs took on 4 5th level (2 attacks per round) foes and 8 foes (with special abilities like knocking foes prone, and trampling, and pack tactics) similar in level to us (based on the number of hits it took to take them out). We were outnumbered 2 to 1, but won. We did have to pull out all of our big guns and many of our other resources (as an example, a potion of healing that my wizard bought at level 1 was used to bring the fighter back conscious, something that I had saved for 2+ levels for an emergency). 5E is only super deadly if either the DM makes it that way, the players make it that way (by making tactically unsound decisions), or the tables runs into a really bad streak of dice rolling. You can control the first one. If you want to make the game deadly, you should give the PCs the tools that they need to confront that deadliness. Giving the tools to the players without giving them to the PCs means that the players are not using the PCs to handle that deadliness, but an external house rule instead. [/QUOTE]
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