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Is 5e the Least-Challenging Edition of D&D?
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<blockquote data-quote="Lanefan" data-source="post: 7933503" data-attributes="member: 29398"><p>That's all part of War, truen enough; but War is also about what you're risking and how easily that risk might manifest.</p><p></p><p>Where to me, knowing I can hold an enemy safely for three more rounds makes those three rounds largely Sport.</p><p></p><p>Should combat be the go-to means of solving problems? If they're not scared, or not often, then the answer will inevitably become yes. If they're scared, they'll at least look for other solutions...one hopes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It would.</p><p></p><p>A year around here is just nicely getting started.</p><p></p><p>Ah.</p><p></p><p>For reasons such as this*, plus that I never really know what characters will be in play very far into the future, I rarely** tie long-term plotline to specific characters in this way. Short-term, yes: a specific PC gets given a mission and has to talk the rest of 'em into going along, that sort of thing; but even there if the character with the mission is the first one to die (or retire***), then what?</p><p></p><p>* - my more usual reason is that the key character often dies at the very first opportunity even if that's the only death in the whole adventure!</p><p>** - exception being quests or geases, which usually need to be sorted quickly.</p><p>*** - this happened in the game I play in: one of my PCs (we had two each in this party) had good reasons to retire for a while and so I parked him in town, or so I thought; little did I know that the DM had built the next adventure completely around him. First night out of town he asks for our night-watch list and notices my guy's not on it. The following conversation went something like this:</p><p></p><p>DM: "Where is he?"</p><p>Me: "He's still in town - I told you I was retiring him."</p><p>DM: "What? I didn't hear you say that!"</p><p>Me: "I've said it three times tonight..."</p><p>DM: "Bloody hell." <<em>to the other players</em>> "He has to come! Go and get him!"</p><p></p><p>So the party turns around, heads back to town, and uses [Suggestion, I think] to get him to rejoin them....</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7933503, member: 29398"] That's all part of War, truen enough; but War is also about what you're risking and how easily that risk might manifest. Where to me, knowing I can hold an enemy safely for three more rounds makes those three rounds largely Sport. Should combat be the go-to means of solving problems? If they're not scared, or not often, then the answer will inevitably become yes. If they're scared, they'll at least look for other solutions...one hopes. :) It would. A year around here is just nicely getting started. Ah. For reasons such as this*, plus that I never really know what characters will be in play very far into the future, I rarely** tie long-term plotline to specific characters in this way. Short-term, yes: a specific PC gets given a mission and has to talk the rest of 'em into going along, that sort of thing; but even there if the character with the mission is the first one to die (or retire***), then what? * - my more usual reason is that the key character often dies at the very first opportunity even if that's the only death in the whole adventure! ** - exception being quests or geases, which usually need to be sorted quickly. *** - this happened in the game I play in: one of my PCs (we had two each in this party) had good reasons to retire for a while and so I parked him in town, or so I thought; little did I know that the DM had built the next adventure completely around him. First night out of town he asks for our night-watch list and notices my guy's not on it. The following conversation went something like this: DM: "Where is he?" Me: "He's still in town - I told you I was retiring him." DM: "What? I didn't hear you say that!" Me: "I've said it three times tonight..." DM: "Bloody hell." <[I]to the other players[/I]> "He has to come! Go and get him!" So the party turns around, heads back to town, and uses [Suggestion, I think] to get him to rejoin them.... [/QUOTE]
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