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How viable is 5E to play at high levels?
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<blockquote data-quote="Manbearcat" data-source="post: 7216073" data-attributes="member: 6696971"><p>It seems like it would definitely behoove WotC to create a Monster Manual "augmentation/" supplement for 5e; a book of Effects/Riders, Actions, Reactions, Bonus Actions (etc) that are created for various genre of opponents and are siloed into "CR pools" which then tells GMs what adding this does to CR and xp. My guess is that would sell like hot-cakes. FREX, a demonic "leader" like a marilith could exhort nearby mooks to frenzy; a certain number of very CR restricted, demonic melee bad guys get to act out of turn and charge enemy forces with a standard Attack Action + Shove rider...but then they "accidentally" get cut down by the whirling blades of the Marilith. Something like that interfaces complexly with the action economy (so is daunting to attempt to balance, certainly on the fly), but creates genre-coherent effects that dynamically change the battlefield/combat.</p><p></p><p>A book like this (and the effects therein) offloads some of the cognitive workload of GMs onto system. Systemization of effects is certainly a boon for new GMs as it makes the whole ordeal less daunting. Its certainly a boon for long-time GMs who wish to apportion their overall cognitive differently (spending elsewhere the mental overhead that must be devoted to creating genre-coherent, balanced monster effects that invest combat with dynamism). And those GMs who don't wish to use those effects (and a Monster Supplement where they are contained) can trivially ignore them.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7216073, member: 6696971"] It seems like it would definitely behoove WotC to create a Monster Manual "augmentation/" supplement for 5e; a book of Effects/Riders, Actions, Reactions, Bonus Actions (etc) that are created for various genre of opponents and are siloed into "CR pools" which then tells GMs what adding this does to CR and xp. My guess is that would sell like hot-cakes. FREX, a demonic "leader" like a marilith could exhort nearby mooks to frenzy; a certain number of very CR restricted, demonic melee bad guys get to act out of turn and charge enemy forces with a standard Attack Action + Shove rider...but then they "accidentally" get cut down by the whirling blades of the Marilith. Something like that interfaces complexly with the action economy (so is daunting to attempt to balance, certainly on the fly), but creates genre-coherent effects that dynamically change the battlefield/combat. A book like this (and the effects therein) offloads some of the cognitive workload of GMs onto system. Systemization of effects is certainly a boon for new GMs as it makes the whole ordeal less daunting. Its certainly a boon for long-time GMs who wish to apportion their overall cognitive differently (spending elsewhere the mental overhead that must be devoted to creating genre-coherent, balanced monster effects that invest combat with dynamism). And those GMs who don't wish to use those effects (and a Monster Supplement where they are contained) can trivially ignore them. [/QUOTE]
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How viable is 5E to play at high levels?
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