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How viable is 5E to play at high levels?
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<blockquote data-quote="Tony Vargas" data-source="post: 7226611" data-attributes="member: 996"><p>5e has certainly gone as far as can be expected in tuning for fast combats, to the point of drawing complaints of combats being trivial or boring or the game seeming 'too easy.' That's how D&D design seems to go, really, the metaphorical pendulum over-correcting for overblown complaints about each prior edition in turn. </p><p></p><p>This time around, it wasn't only about fast combat. There were a lot of non-promises not actually committed to, but still put forward as soft goals of some sort during the playtest. One of them was about balancing class designs, which were, necessarily, in the standard-issue pendulum-over-correction, going to be designed around different resource pools for the sake of arbitrary mechanical distinction. </p><p></p><p></p><p></p><p>Where did 5e deliver this crystal clear guidance? Right there in the DMG's encounter design, 6-8 encounters/day, 2-3 short rests.</p><p></p><p> Be that as it may, it doesn't imply getting all 6-8 of those encounters into one session. Some tables play for 8hrs once or twice a month or less, others for 2-3 hrs every week. There's a lot of variation in what a 'session' might constitute.</p><p></p><p> The game is very, very abstract. No player gets hurt in a combat, nobody leaves the table to go on a long journey, and one session can cover days (or years) of downtime, or be devoted entirely to less than an hour of fighting & exploring.</p><p></p><p> It's what folks who play casters are supposed to like. Plus, if you happen to 'forget' to account for a few slots used last session and thus use 'em again next...</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p> Is it? Because I hear 'too easy' pretty often.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7226611, member: 996"] 5e has certainly gone as far as can be expected in tuning for fast combats, to the point of drawing complaints of combats being trivial or boring or the game seeming 'too easy.' That's how D&D design seems to go, really, the metaphorical pendulum over-correcting for overblown complaints about each prior edition in turn. This time around, it wasn't only about fast combat. There were a lot of non-promises not actually committed to, but still put forward as soft goals of some sort during the playtest. One of them was about balancing class designs, which were, necessarily, in the standard-issue pendulum-over-correction, going to be designed around different resource pools for the sake of arbitrary mechanical distinction. Where did 5e deliver this crystal clear guidance? Right there in the DMG's encounter design, 6-8 encounters/day, 2-3 short rests. Be that as it may, it doesn't imply getting all 6-8 of those encounters into one session. Some tables play for 8hrs once or twice a month or less, others for 2-3 hrs every week. There's a lot of variation in what a 'session' might constitute. The game is very, very abstract. No player gets hurt in a combat, nobody leaves the table to go on a long journey, and one session can cover days (or years) of downtime, or be devoted entirely to less than an hour of fighting & exploring. It's what folks who play casters are supposed to like. Plus, if you happen to 'forget' to account for a few slots used last session and thus use 'em again next... ;) Is it? Because I hear 'too easy' pretty often. [/QUOTE]
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