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<blockquote data-quote="ad_hoc" data-source="post: 8422224" data-attributes="member: 6748898"><p>Your party is way off the baseline.</p><p></p><p>Just because the game can be played with 100 players (that is within the rules) doesn't mean that is the ideal count. The more players there are the more wild encounters are going to be. Force multiplication is a thing as is being able to cover bases and have synergies. Like I said, you're asking for a 500 pg manual if you want a game that will take into effect all player counts. </p><p></p><p>The ideal of the game is 4 players and it works well with 3-5. Once you go down to 1 or 2 or 6+ things are weird.</p><p></p><p>Pg. 83 of the DMG: "The preceding guidelines assume that you have a party consisting of three to five adventurers." It then gives guidelines on adjusting for 1, 2, or 6+ PCs. </p><p></p><p>Sure, some groups will fit a lot of people around a table or want to play 1 person with 1 DM but I don't want a game designed around those player counts. Your improvement is my detriment.</p><p></p><p>You have far more magic items than would be average when using the treasure hoard tables. That's okay, the game is designed without any items at all so that DMs can gauge for themselves what impact they have. Do you want rules for how each and every magic item influences encounter building? We might get up to a 1000 pg manual now.</p><p></p><p>What are their stats? Did you roll for them?</p><p></p><p>How many of those encounters are they facing?</p><p></p><p>Can you give us examples of those deadly 2x fights? How did you play the enemy creatures? You are only 1 person, on average you're not going to play all enemy creatures as well as 6 people each making decisions for just 1 PC. This is even more true if you allow the players to confer to create battle strategies during the combat.</p><p></p><p>What do you think would happen if you ran those deadly 2x fights 100 times? Do you think maybe at some point a PC might die or there might be a TPK? That's what deadly means.</p></blockquote><p></p>
[QUOTE="ad_hoc, post: 8422224, member: 6748898"] Your party is way off the baseline. Just because the game can be played with 100 players (that is within the rules) doesn't mean that is the ideal count. The more players there are the more wild encounters are going to be. Force multiplication is a thing as is being able to cover bases and have synergies. Like I said, you're asking for a 500 pg manual if you want a game that will take into effect all player counts. The ideal of the game is 4 players and it works well with 3-5. Once you go down to 1 or 2 or 6+ things are weird. Pg. 83 of the DMG: "The preceding guidelines assume that you have a party consisting of three to five adventurers." It then gives guidelines on adjusting for 1, 2, or 6+ PCs. Sure, some groups will fit a lot of people around a table or want to play 1 person with 1 DM but I don't want a game designed around those player counts. Your improvement is my detriment. You have far more magic items than would be average when using the treasure hoard tables. That's okay, the game is designed without any items at all so that DMs can gauge for themselves what impact they have. Do you want rules for how each and every magic item influences encounter building? We might get up to a 1000 pg manual now. What are their stats? Did you roll for them? How many of those encounters are they facing? Can you give us examples of those deadly 2x fights? How did you play the enemy creatures? You are only 1 person, on average you're not going to play all enemy creatures as well as 6 people each making decisions for just 1 PC. This is even more true if you allow the players to confer to create battle strategies during the combat. What do you think would happen if you ran those deadly 2x fights 100 times? Do you think maybe at some point a PC might die or there might be a TPK? That's what deadly means. [/QUOTE]
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