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How to defeat creatures with legendary actions?
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<blockquote data-quote="tetrasodium" data-source="post: 8266078" data-attributes="member: 93670"><p>It is <strong>not</strong> however "just a guess" that one of 5e's core tenants was to simplify things with the intent of making it easier for the GM to modify the system to fit the type of game they want to run. Wotc went around shouting that from the tallest towers right out of the gate. That's all well & good except they cranked every possible dial towards that "quasi-immortal style" and even the modular tools they provided in things like the dmg in many cases are either a deliberate miss for any other style or intentionally created to crank that quasi-immoral dial up to 11. </p><p></p><p>In the case of making the game more deadly that simplicity fights against making changes because they are so many differing low level system elements that hinge on or enforce that style of quasi-immortal play. Without any real depth where crunch & subjectivity once existed there aren't really any wide ranging tweaks a gm could make that might crank the dials back down from 11 without needing to individually address each & every subsystem & one off ability fighting to bring back quasi-immortality one by one.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8266078, member: 93670"] It is [B]not[/B] however "just a guess" that one of 5e's core tenants was to simplify things with the intent of making it easier for the GM to modify the system to fit the type of game they want to run. Wotc went around shouting that from the tallest towers right out of the gate. That's all well & good except they cranked every possible dial towards that "quasi-immortal style" and even the modular tools they provided in things like the dmg in many cases are either a deliberate miss for any other style or intentionally created to crank that quasi-immoral dial up to 11. In the case of making the game more deadly that simplicity fights against making changes because they are so many differing low level system elements that hinge on or enforce that style of quasi-immortal play. Without any real depth where crunch & subjectivity once existed there aren't really any wide ranging tweaks a gm could make that might crank the dials back down from 11 without needing to individually address each & every subsystem & one off ability fighting to bring back quasi-immortality one by one. [/QUOTE]
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