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Is 5e the Least-Challenging Edition of D&D?
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<blockquote data-quote="jayoungr" data-source="post: 7924197" data-attributes="member: 6702445"><p>I disagree with this, and I have given several examples of reasons for my disagreement. I have experienced risky combats, both as a player and as a DM, that did not use save-or-die effects. I've seen PCs instakilled by dragon breath. I've had the bad guy charm half the PCs and complete her ritual. I've been in a party that actually retreated from a fight because the monsters were dishing out so much damage. I'm making an honest effort to figure out why none of that works for you and your players. Please take my posts in good faith, because they're meant that way.</p><p></p><p></p><p>This seems like a separate issue, and I don't really understand why it's a problem. How does knowing that you can heal up afterward make a combat less interesting? And can't you regain HP and spell slots in every other version of D&D too, even if it might take longer? Is it the length of the rest that bothers you?</p><p></p><p>Also, not everything is cured by a long rest. Some things have to be cured by specific spells or other conditions.</p><p></p><p></p><p>So maybe you're throwing them at parties that are too high-level? I can assure you that 16d10 is pretty scary to a PC who could be reduced to negative total HP (= instakill) in one blast.</p><p></p><p></p><p>All I am taking away from this is that you think in-combat healing is a problem, or that there's too much of it, or something?</p><p></p><p></p><p>Okay, this bit is actually interesting. Do I gather correctly that you're running a mostly-urban campaign? Because yeah, I can see how 6-8 fights to the death might be difficult to justify in a setting like that, with all the dead bodies it creates. Again, I'm currently playing in a somewhat similar game, and we've had problems--not with the number of combats exactly, but with the GM trying to impress on the players that there are consequences for killing people in town (even gangsters) and some of the players trying to go nonlethal and others just wanting to murder everyone in sight.</p><p></p><p>Anyway, it seems like the easiest fix for that is not to make every fight last to the death--or to make large parts of the adventure about things other than combat. Who are the PCs in this situation, and what's their relationship to the enemies? Are the PCs involved in law enforcement, in which case they probably want to capture the "bad guys"?</p><p></p><p></p><p>Another interesting statement, as it implies that "pulpy and gritty" is what you would like to be doing. Have you thought about using the variant resting and healing rules from the DMG?</p></blockquote><p></p>
[QUOTE="jayoungr, post: 7924197, member: 6702445"] I disagree with this, and I have given several examples of reasons for my disagreement. I have experienced risky combats, both as a player and as a DM, that did not use save-or-die effects. I've seen PCs instakilled by dragon breath. I've had the bad guy charm half the PCs and complete her ritual. I've been in a party that actually retreated from a fight because the monsters were dishing out so much damage. I'm making an honest effort to figure out why none of that works for you and your players. Please take my posts in good faith, because they're meant that way. This seems like a separate issue, and I don't really understand why it's a problem. How does knowing that you can heal up afterward make a combat less interesting? And can't you regain HP and spell slots in every other version of D&D too, even if it might take longer? Is it the length of the rest that bothers you? Also, not everything is cured by a long rest. Some things have to be cured by specific spells or other conditions. So maybe you're throwing them at parties that are too high-level? I can assure you that 16d10 is pretty scary to a PC who could be reduced to negative total HP (= instakill) in one blast. All I am taking away from this is that you think in-combat healing is a problem, or that there's too much of it, or something? Okay, this bit is actually interesting. Do I gather correctly that you're running a mostly-urban campaign? Because yeah, I can see how 6-8 fights to the death might be difficult to justify in a setting like that, with all the dead bodies it creates. Again, I'm currently playing in a somewhat similar game, and we've had problems--not with the number of combats exactly, but with the GM trying to impress on the players that there are consequences for killing people in town (even gangsters) and some of the players trying to go nonlethal and others just wanting to murder everyone in sight. Anyway, it seems like the easiest fix for that is not to make every fight last to the death--or to make large parts of the adventure about things other than combat. Who are the PCs in this situation, and what's their relationship to the enemies? Are the PCs involved in law enforcement, in which case they probably want to capture the "bad guys"? Another interesting statement, as it implies that "pulpy and gritty" is what you would like to be doing. Have you thought about using the variant resting and healing rules from the DMG? [/QUOTE]
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Is 5e the Least-Challenging Edition of D&D?
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