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Fiddling around with Fifth Ed
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<blockquote data-quote="Retreater" data-source="post: 7449681" data-attributes="member: 42040"><p>I've been running 5th edition since the Starter Set was released, and run several other campaigns including Hoard of the Dragon Queen (with D&D Encounters), Princes of the Apocalypse, Storm King's Thunder, Out of the Abyss, and (now) Tomb of Annihilation. I've run homebrew campaigns in Ravenloft (before the Curse of Strahd release) and in an original setting. </p><p></p><p>A few observations I've made (and some that my players have shared with me):</p><p>1) 5e doesn't seem to support high level play. Most official products tap out at 11th level. There's little to no help in showing DMs how to craft adventures or encounters for higher level. It's as if there is no intention that characters should play beyond mid level.</p><p>2) The encounter creation math just doesn't work. Some monsters (such as hellhounds) can decimate low level parties. Others are not even challenging at all. </p><p>3) Most combats are boring. There are few tactical options, and most monsters are just bags of hit points, ever-increasing as characters level up. (This seems to originate from the bounded accuracy design goal.) Most monsters can't reliably hit PC Armor Class. </p><p>4) You either have a TPK or no character ever dies. (Not that I like character death, but it should at least feel threatening without being "campaign-ending")</p><p>5) Few groups (or official products) actually follow the encounters per day guideline, creating overpowered casters and underpowered martial characters.</p><p></p><p>I've been watching Matt Colville's YouTube videos, and at his advice, I'm going through my old 4e books for inspiration. I've been redesigning every monster and the encounter math. The game I'm running now is still 5e from the players' perspective, but everything on my side of the DM Screen is homebrewed. </p><p></p><p>Has anyone else run into similar issues? If so, how did you address them?</p></blockquote><p></p>
[QUOTE="Retreater, post: 7449681, member: 42040"] I've been running 5th edition since the Starter Set was released, and run several other campaigns including Hoard of the Dragon Queen (with D&D Encounters), Princes of the Apocalypse, Storm King's Thunder, Out of the Abyss, and (now) Tomb of Annihilation. I've run homebrew campaigns in Ravenloft (before the Curse of Strahd release) and in an original setting. A few observations I've made (and some that my players have shared with me): 1) 5e doesn't seem to support high level play. Most official products tap out at 11th level. There's little to no help in showing DMs how to craft adventures or encounters for higher level. It's as if there is no intention that characters should play beyond mid level. 2) The encounter creation math just doesn't work. Some monsters (such as hellhounds) can decimate low level parties. Others are not even challenging at all. 3) Most combats are boring. There are few tactical options, and most monsters are just bags of hit points, ever-increasing as characters level up. (This seems to originate from the bounded accuracy design goal.) Most monsters can't reliably hit PC Armor Class. 4) You either have a TPK or no character ever dies. (Not that I like character death, but it should at least feel threatening without being "campaign-ending") 5) Few groups (or official products) actually follow the encounters per day guideline, creating overpowered casters and underpowered martial characters. I've been watching Matt Colville's YouTube videos, and at his advice, I'm going through my old 4e books for inspiration. I've been redesigning every monster and the encounter math. The game I'm running now is still 5e from the players' perspective, but everything on my side of the DM Screen is homebrewed. Has anyone else run into similar issues? If so, how did you address them? [/QUOTE]
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