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Grindy D&D Next Combat
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<blockquote data-quote="MerricB" data-source="post: 6132630" data-attributes="member: 3586"><p>At present, my playtesting of D&D Next is mainly confined to running the current season of D&D Encounters with Next. The last season of Encounters was the best I've run, but this one is feeling like the worst. Of course, the reason the last one was the best had much to do with how good the structure of the adventure was: a lot of investigation and players' choices mattering. Combat was the least of it, and just as well, because player damage was so high that monsters died quickly.</p><p></p><p>With this adventure - and the latest iteration of Next - I'm running into trouble with the players' damage being quite low and the hit points of the monsters in the adventure are quite high... and, by the XP budgets we've got, there have to be a lot of them. Way, way too many.</p><p></p><p>Take the fourth encounter (last week's) of this season. In the 4E version, the group would have faced 7 opponents. By my calculations, for the recommended "tough" encounter, the Next group should have needed to face about 15 opponents. (I toned it down in the session, as it was ridiculous). And, despite the level gap and XP gap between the monsters, the actual HP of the monsters was fairly similar. </p><p></p><p>I'm almost certainly feeling this more because I'm running Encounters instead of creating my own adventures, but I am wondering if I'm alone in feeling like the current version of Next feels a lot like the bad old days of 4E Grind?</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 6132630, member: 3586"] At present, my playtesting of D&D Next is mainly confined to running the current season of D&D Encounters with Next. The last season of Encounters was the best I've run, but this one is feeling like the worst. Of course, the reason the last one was the best had much to do with how good the structure of the adventure was: a lot of investigation and players' choices mattering. Combat was the least of it, and just as well, because player damage was so high that monsters died quickly. With this adventure - and the latest iteration of Next - I'm running into trouble with the players' damage being quite low and the hit points of the monsters in the adventure are quite high... and, by the XP budgets we've got, there have to be a lot of them. Way, way too many. Take the fourth encounter (last week's) of this season. In the 4E version, the group would have faced 7 opponents. By my calculations, for the recommended "tough" encounter, the Next group should have needed to face about 15 opponents. (I toned it down in the session, as it was ridiculous). And, despite the level gap and XP gap between the monsters, the actual HP of the monsters was fairly similar. I'm almost certainly feeling this more because I'm running Encounters instead of creating my own adventures, but I am wondering if I'm alone in feeling like the current version of Next feels a lot like the bad old days of 4E Grind? Cheers! [/QUOTE]
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