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General Tabletop Discussion
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Game Theory. CR and 5E Encounter System.
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<blockquote data-quote="Paul Farquhar" data-source="post: 7425108" data-attributes="member: 6906155"><p>I agree with this conclusion. The 5e system is clearly designed for accessibility, not to stand up to determined powergaming.</p><p></p><p>This is ideal for my groups. We are much more interested in roleplaying and storytelling than tactical miniatures battlegaming. Sure, we whack the odd monster, but the game doesn't hang on how challenging the fighting is.</p><p></p><p>And, I suspect, our group is fairly typical, and it is made up of the type of people who are responsible for the resurgent popularity of the game. Hardcore powergamers are a very small minority who are over-represented on internet forums because of self-selection.</p><p></p><p>If I was more interested in tactical miniatures battlegaming, I wouldn't use 5e.</p><p></p><p></p><p>The point about magical weapons is very valid. They are not interchangeable by type, magic swords should be much much more common than magical halberds. In the 1st edition DMG there was a table for determining the type of magical weapon - it made 70% of them longswords. This has it's basis in the literally inspirations for D&D: From Beowulf's Hrunting to Anakin Skywalker's Lightsabre, swords have always been the most common magic weapon. This has it's roots in the iron age, when only great chieftains would own iron swords, and it would have had a phallic significance.</p><p></p><p>As a DM, if I have a group that includes a strong character and a weak character, the weak character will probably find a powerful magic item that they can use, whilst the strong character will likely walk away with nothing but a share in the gold.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 7425108, member: 6906155"] I agree with this conclusion. The 5e system is clearly designed for accessibility, not to stand up to determined powergaming. This is ideal for my groups. We are much more interested in roleplaying and storytelling than tactical miniatures battlegaming. Sure, we whack the odd monster, but the game doesn't hang on how challenging the fighting is. And, I suspect, our group is fairly typical, and it is made up of the type of people who are responsible for the resurgent popularity of the game. Hardcore powergamers are a very small minority who are over-represented on internet forums because of self-selection. If I was more interested in tactical miniatures battlegaming, I wouldn't use 5e. The point about magical weapons is very valid. They are not interchangeable by type, magic swords should be much much more common than magical halberds. In the 1st edition DMG there was a table for determining the type of magical weapon - it made 70% of them longswords. This has it's basis in the literally inspirations for D&D: From Beowulf's Hrunting to Anakin Skywalker's Lightsabre, swords have always been the most common magic weapon. This has it's roots in the iron age, when only great chieftains would own iron swords, and it would have had a phallic significance. As a DM, if I have a group that includes a strong character and a weak character, the weak character will probably find a powerful magic item that they can use, whilst the strong character will likely walk away with nothing but a share in the gold. [/QUOTE]
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