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General Tabletop Discussion
*Dungeons & Dragons
Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="Celtavian" data-source="post: 6974415" data-attributes="member: 5834"><p>I do not mind the same tactics over and over again. It is how I play and enjoy playing. That was never my gripe. We play the way we do because we enjoy it, including myself.</p><p></p><p>My gripes are as follows:</p><p>1. Monster Manual monsters are often too weak as written to challenge PCs. They lack essential skills and saves to make them challenging leaving them open to players able to use a wide array of abilities that target creature weaknesses like the lack of the Perception skill or a lack of good save. You have a group of diverse adventurers with lots of spellcasting power and special abilities, yet you have monsters that are one or two trick ponies trying to challenge the party. It takes more than that to be a serious challenge, especially for powerful creatures like balors and dragons. This is not new for 5E as this has been fairly constant in every edition of D&D.</p><p></p><p>2. Modules are not designed well to challenge parties. They do not force the six to eight encounter day. Encounters are often weak and below the necessary level to challenge parties. End game encounters lack the power to challenge parties without serious rewriting. </p><p></p><p>3. This is purely optional since feats are optional. Certain feats are far more valuable than others and provide too much of an advantage for a single feat. At this point Sharpshooter is probably the only feat I put in this category. Maybe Heavy Amor Master at lower level, but it becomes a non-factor at higher level. GWM I considered balanced because melee is far more risky than ranged. At this point only Sharpshooter is a pain in the behind. Feats are optional, so can't complain too much about this as I can remove it.</p><p></p><p>I was hoping 5E would play better at higher level out of the box. It's about like past editions. Good for first the 5 to 9 levels, then getting clunky as the players gain too much power and have too many powerful options. I've been rewriting monsters for so many years that I'm tired of doing it. It's disappointing when a balor and marilith are big bags of hit points easily blown up in combat. Goes against my imagination of what they should be like along with dragons.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6974415, member: 5834"] I do not mind the same tactics over and over again. It is how I play and enjoy playing. That was never my gripe. We play the way we do because we enjoy it, including myself. My gripes are as follows: 1. Monster Manual monsters are often too weak as written to challenge PCs. They lack essential skills and saves to make them challenging leaving them open to players able to use a wide array of abilities that target creature weaknesses like the lack of the Perception skill or a lack of good save. You have a group of diverse adventurers with lots of spellcasting power and special abilities, yet you have monsters that are one or two trick ponies trying to challenge the party. It takes more than that to be a serious challenge, especially for powerful creatures like balors and dragons. This is not new for 5E as this has been fairly constant in every edition of D&D. 2. Modules are not designed well to challenge parties. They do not force the six to eight encounter day. Encounters are often weak and below the necessary level to challenge parties. End game encounters lack the power to challenge parties without serious rewriting. 3. This is purely optional since feats are optional. Certain feats are far more valuable than others and provide too much of an advantage for a single feat. At this point Sharpshooter is probably the only feat I put in this category. Maybe Heavy Amor Master at lower level, but it becomes a non-factor at higher level. GWM I considered balanced because melee is far more risky than ranged. At this point only Sharpshooter is a pain in the behind. Feats are optional, so can't complain too much about this as I can remove it. I was hoping 5E would play better at higher level out of the box. It's about like past editions. Good for first the 5 to 9 levels, then getting clunky as the players gain too much power and have too many powerful options. I've been rewriting monsters for so many years that I'm tired of doing it. It's disappointing when a balor and marilith are big bags of hit points easily blown up in combat. Goes against my imagination of what they should be like along with dragons. [/QUOTE]
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