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How viable is 5E to play at high levels?
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<blockquote data-quote="Tormyr" data-source="post: 7211263" data-attributes="member: 6776887"><p>Is the issue here with CR then? I think you made the argument concise enough that I realized: It seems like most of the discussion is using the word "CR" and talking about certain monsters, but ultimately most posts get into a discussion about encounter results.</p><p></p><p>I don't have an issue with the DMG's monster building numbers and that they primarily focus on damage and hp. It is a consistent system in my opinion even if certain situations or party configurations favor some monsters over others. </p><p></p><p>If the PCs are getting extra bonuses from different sources, it is ultimately the encounters that are easier (usually universally so). The encounter can then be made more difficult through increasing the CR of the existing monsters, adding more monsters, altering the environment, stringing more encounters together, etc., but the changes are ultimately to the encounter.</p><p></p><p>I have generally noticed two groups that complain about 5e being too easy: Optimizers/Power Gamers and larger parties. Thankfully their situations can be handled the same way: make the encounter more difficult. Personally, I see the encounter building system being built around parties of 4 if for no other reason than a monster of a certain CR is a Medium encounter for 4 PCs of the same level. For the power gaming parties, we hear how the system is not difficult enough. That suggests to me a need to universally bump the intended encounter difficulty level or two (Medium -> Hard, Hard -> Deadly) rather than immediately going to altering CR (although it remains an option).</p><p></p><p>TL : DR We can turn the dials on a monster to adjust its CR, but I think the target here probably should be encounter building (of which altering a monster is one option).</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7211263, member: 6776887"] Is the issue here with CR then? I think you made the argument concise enough that I realized: It seems like most of the discussion is using the word "CR" and talking about certain monsters, but ultimately most posts get into a discussion about encounter results. I don't have an issue with the DMG's monster building numbers and that they primarily focus on damage and hp. It is a consistent system in my opinion even if certain situations or party configurations favor some monsters over others. If the PCs are getting extra bonuses from different sources, it is ultimately the encounters that are easier (usually universally so). The encounter can then be made more difficult through increasing the CR of the existing monsters, adding more monsters, altering the environment, stringing more encounters together, etc., but the changes are ultimately to the encounter. I have generally noticed two groups that complain about 5e being too easy: Optimizers/Power Gamers and larger parties. Thankfully their situations can be handled the same way: make the encounter more difficult. Personally, I see the encounter building system being built around parties of 4 if for no other reason than a monster of a certain CR is a Medium encounter for 4 PCs of the same level. For the power gaming parties, we hear how the system is not difficult enough. That suggests to me a need to universally bump the intended encounter difficulty level or two (Medium -> Hard, Hard -> Deadly) rather than immediately going to altering CR (although it remains an option). TL : DR We can turn the dials on a monster to adjust its CR, but I think the target here probably should be encounter building (of which altering a monster is one option). [/QUOTE]
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How viable is 5E to play at high levels?
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