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<blockquote data-quote="guachi" data-source="post: 7453232" data-attributes="member: 6785802"><p>I've found all five of the above points issues I've had to deal with when DMing or playing 5e. Frankly, many of the points are why I don't play much D&D as it would usually be AL and many of the above issues can't be readily fixed by many of the things people typically do to fix them.</p><p></p><p>1) I find this disappointing that we don't currently have any published adventures that go to level 20. Personally, I've never had a campaign go to high levels even my favorite 2e game that lasted three years. But I'd still like to see what the designers of the game could come up with.</p><p></p><p>2) PCs can typically take on harder encounters than the guidelines specify. Given that, I found the updated guidelines work well and once you get a feel for what your PCs can handle the CRs are quite useful.</p><p></p><p>On the other hand, I totally agree about hellhounds. Only PC deaths I've had (outside of a fluke TPK of level 1 PCs) were from hellhounds. Just brutal.</p><p></p><p>3) What makes combat potentially doubly boring is that in addition to 'bags of HP' is that it's easy for the DM and players to get bogged down in mechanical details and it takes away from the time I can devote to fun descriptions. The latter issue isn't particular to 5e or even D&D, but it's by far my biggest problem with RPGs in general - combat that takes too long or is too boring. It's always a joy when players take the burden of description from the DM.</p><p></p><p>4) So true. I've added a bunch of house rules and optional rules to my games. I eventually started telling new players that I wanted to add challenges beyond living/dying as it was too binary. Even something like granting a level of exhaustion for dropping to 0 HP can meaningfully add something to combat.</p><p></p><p>5) I don't run hardback published adventures but I've noticed this problem when I've run a PC in those games. It's by far the biggest issue for me in 5e. I ended up ditching short rests and effectively lengthening the time between long rests.</p></blockquote><p></p>
[QUOTE="guachi, post: 7453232, member: 6785802"] I've found all five of the above points issues I've had to deal with when DMing or playing 5e. Frankly, many of the points are why I don't play much D&D as it would usually be AL and many of the above issues can't be readily fixed by many of the things people typically do to fix them. 1) I find this disappointing that we don't currently have any published adventures that go to level 20. Personally, I've never had a campaign go to high levels even my favorite 2e game that lasted three years. But I'd still like to see what the designers of the game could come up with. 2) PCs can typically take on harder encounters than the guidelines specify. Given that, I found the updated guidelines work well and once you get a feel for what your PCs can handle the CRs are quite useful. On the other hand, I totally agree about hellhounds. Only PC deaths I've had (outside of a fluke TPK of level 1 PCs) were from hellhounds. Just brutal. 3) What makes combat potentially doubly boring is that in addition to 'bags of HP' is that it's easy for the DM and players to get bogged down in mechanical details and it takes away from the time I can devote to fun descriptions. The latter issue isn't particular to 5e or even D&D, but it's by far my biggest problem with RPGs in general - combat that takes too long or is too boring. It's always a joy when players take the burden of description from the DM. 4) So true. I've added a bunch of house rules and optional rules to my games. I eventually started telling new players that I wanted to add challenges beyond living/dying as it was too binary. Even something like granting a level of exhaustion for dropping to 0 HP can meaningfully add something to combat. 5) I don't run hardback published adventures but I've noticed this problem when I've run a PC in those games. It's by far the biggest issue for me in 5e. I ended up ditching short rests and effectively lengthening the time between long rests. [/QUOTE]
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