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How viable is 5E to play at high levels?
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<blockquote data-quote="Stalker0" data-source="post: 7231533" data-attributes="member: 5889"><p>In terms of the concepts of encounter building and adventuring day, ultimately for my group it comes down to this. We simply do not want to spend the time handling the number of encounters that is assumed in 5e.</p><p></p><p>I don't want to throw out a lot of standard encounters that drain the party just to make the "real" fight interesting. We can only game so much, meaning that gaming time is precious, and we don't want it to be filled with a trap that can be easily healed, or a fight that is an easy win.</p><p></p><p>Now, I could make a "really long adventure", and break it into those fights, and it would work. But then...we would go months with little resolution, and that is not attractive either.</p><p></p><p></p><p>For all of the options 5e presented, it did not make a good option for "gaming with fewer assumed encounters". And what you see at high levels is that a few deadly type encounters aren't really enough...they just aren't deadly enough at the baseline. A good DM can always modify his encounters to push their deadliness, but I agree with several that says it takes work. You can't just pick some monsters of a really high CR and expect them to challenge the party. My players laugh at CR +5 monsters now that they are 15th level, so it takes more work to make big combats viable if you aren't going to drain them with the small stuff.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 7231533, member: 5889"] In terms of the concepts of encounter building and adventuring day, ultimately for my group it comes down to this. We simply do not want to spend the time handling the number of encounters that is assumed in 5e. I don't want to throw out a lot of standard encounters that drain the party just to make the "real" fight interesting. We can only game so much, meaning that gaming time is precious, and we don't want it to be filled with a trap that can be easily healed, or a fight that is an easy win. Now, I could make a "really long adventure", and break it into those fights, and it would work. But then...we would go months with little resolution, and that is not attractive either. For all of the options 5e presented, it did not make a good option for "gaming with fewer assumed encounters". And what you see at high levels is that a few deadly type encounters aren't really enough...they just aren't deadly enough at the baseline. A good DM can always modify his encounters to push their deadliness, but I agree with several that says it takes work. You can't just pick some monsters of a really high CR and expect them to challenge the party. My players laugh at CR +5 monsters now that they are 15th level, so it takes more work to make big combats viable if you aren't going to drain them with the small stuff. [/QUOTE]
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How viable is 5E to play at high levels?
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