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Is 5e the Least-Challenging Edition of D&D?
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<blockquote data-quote="Chaosmancer" data-source="post: 7937651" data-attributes="member: 6801228"><p>Going from "lowish" levels to having multiple +3 items for the fighter, and not a single spell cast in any part of that adventure. Glad the cleric and wizard never had to do anything. </p><p></p><p>Also, let us look at some minor points. </p><p></p><p>Those skeletons had 6 hp, with DR 5 except for bludgeoning, that means they die after taking a blow for 11 damage. They still are hurt by anything above a 5. Now, I'm not 100% on average strength scores, but 16 seems to be a relatively good point by 3rd or 4th level. So, the fighter is going to be likely hitting for either 1d8+3 or 1d10+3. Averages there being 7.5 or 9.5. Both are capable of hurting the skeletons, and I'd say it looks like anything above a 3 would hurt them Even from the rogue, who likely is using a finesse weapon (in fact, don't they have a sap when the Rust Monster hits them? Did they start with that or get it later?) </p><p></p><p>And since we have a Rogue, a Ranger, An Animal Companion (not specified), a Fighter, A cleric and a Wizard (those two having bludgeoning weapons) and the enemies are in a bottleneck from being in a cellar entrance which likely only allows one or two through at a time? Even needing two hits to take them out, without blugeoning weapons the party could still chew through about two or three skeletons a turn. More than enough in a bottle neck situation. </p><p></p><p>Actually, looking at your zombie example (where multiple party members have multiple powerful magical items it looks like) maybe a 16 stat is too high? The Ranger only has a 14 dex as an archer after all to be doing 1d8+2? Wait, ah, it seems you did not add your dex modifier to damage for ranged weapons. That explains it. </p><p></p><p>I did find a fun little bit here though, according to my book "Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage." That is good to know, since I thought DR canceled damage like it does in 5e. So, the ranger with the +2 flaming longbow just needs to hit to do 1 point of damage, I guess in addition to the fire? Are both reduced separately since zombies seem to subtract 5 from every source except slashing? </p><p></p><p>Also that "terrifying ghoul" shouldn't even be a threat. It also has 16 hp, and the Ranger seems to be doing 1d8+2+1d6 damage. That is an average of 10, if they are at least 2nd level they have Rapid shot, which means two attacks. This should be an average of 20 damage, leaving the ghoul dead from decent range. </p><p></p><p>The lemures with 9+5, 14 hp should be even less of a challenge than the zombies. I mean, you gave them silver so this was a single hit per death right?</p><p></p><p>If the party is "in no way mid level" by the trogs, why are they even getting sickened? Even the rogue by 12th level (we aren't mid, so we have to be past the midway point) has a +4 to the Fort save against the stench. The Fighter is sitting at +8 baseline. With a DC 13, he'd have to roll a 5 or less. And the Ranger, again, can take out a Trog per round. Actually, I think with Rapid Shot they get like 4 attacks? And they probably will have no problem hitting an AC of 15 by this point, even with the penalties on the later attacks.</p><p></p><p>Also, with the wizard's scorching ray. 25 ft +5 ft for every two caster levels... How is the enemy out of range? Even if they are only level 4 (with multiple magic items) that puts the range at 35 ft. And since they are likely level 12 at the trogs, it makes more sense that the rust monster happens at level 6 or 8, making it 40 or 50ft range. That is pretty dang good for something chasing the fleeing front line. </p><p></p><p>I'm also not sure why "chewing through" the wraith's hp is hard. You've made this higher level characters. The Wraith has no reduction, the ranger can get 4 attacks with 1d8+1d6+2, which with half missing, 2 hits is 20 damage. Then the Fighter has Another three hits, likely with something like 1d10+1d6+8, which is 17. A single round of attacks would likely drop it unless they get unlucky. And that is ignoring the rogue, wizard, and the cleric. </p><p></p><p>A cleric, who has turn undead, and doesn't use it. </p><p></p><p></p><p>So really, I'm not sure what you think you were trying to prove, but this seems rife with holes, assumptions, and poor examples taking a group from low to high levels and somehow never having to use anything that you seem to be advocating for.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7937651, member: 6801228"] Going from "lowish" levels to having multiple +3 items for the fighter, and not a single spell cast in any part of that adventure. Glad the cleric and wizard never had to do anything. Also, let us look at some minor points. Those skeletons had 6 hp, with DR 5 except for bludgeoning, that means they die after taking a blow for 11 damage. They still are hurt by anything above a 5. Now, I'm not 100% on average strength scores, but 16 seems to be a relatively good point by 3rd or 4th level. So, the fighter is going to be likely hitting for either 1d8+3 or 1d10+3. Averages there being 7.5 or 9.5. Both are capable of hurting the skeletons, and I'd say it looks like anything above a 3 would hurt them Even from the rogue, who likely is using a finesse weapon (in fact, don't they have a sap when the Rust Monster hits them? Did they start with that or get it later?) And since we have a Rogue, a Ranger, An Animal Companion (not specified), a Fighter, A cleric and a Wizard (those two having bludgeoning weapons) and the enemies are in a bottleneck from being in a cellar entrance which likely only allows one or two through at a time? Even needing two hits to take them out, without blugeoning weapons the party could still chew through about two or three skeletons a turn. More than enough in a bottle neck situation. Actually, looking at your zombie example (where multiple party members have multiple powerful magical items it looks like) maybe a 16 stat is too high? The Ranger only has a 14 dex as an archer after all to be doing 1d8+2? Wait, ah, it seems you did not add your dex modifier to damage for ranged weapons. That explains it. I did find a fun little bit here though, according to my book "Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage." That is good to know, since I thought DR canceled damage like it does in 5e. So, the ranger with the +2 flaming longbow just needs to hit to do 1 point of damage, I guess in addition to the fire? Are both reduced separately since zombies seem to subtract 5 from every source except slashing? Also that "terrifying ghoul" shouldn't even be a threat. It also has 16 hp, and the Ranger seems to be doing 1d8+2+1d6 damage. That is an average of 10, if they are at least 2nd level they have Rapid shot, which means two attacks. This should be an average of 20 damage, leaving the ghoul dead from decent range. The lemures with 9+5, 14 hp should be even less of a challenge than the zombies. I mean, you gave them silver so this was a single hit per death right? If the party is "in no way mid level" by the trogs, why are they even getting sickened? Even the rogue by 12th level (we aren't mid, so we have to be past the midway point) has a +4 to the Fort save against the stench. The Fighter is sitting at +8 baseline. With a DC 13, he'd have to roll a 5 or less. And the Ranger, again, can take out a Trog per round. Actually, I think with Rapid Shot they get like 4 attacks? And they probably will have no problem hitting an AC of 15 by this point, even with the penalties on the later attacks. Also, with the wizard's scorching ray. 25 ft +5 ft for every two caster levels... How is the enemy out of range? Even if they are only level 4 (with multiple magic items) that puts the range at 35 ft. And since they are likely level 12 at the trogs, it makes more sense that the rust monster happens at level 6 or 8, making it 40 or 50ft range. That is pretty dang good for something chasing the fleeing front line. I'm also not sure why "chewing through" the wraith's hp is hard. You've made this higher level characters. The Wraith has no reduction, the ranger can get 4 attacks with 1d8+1d6+2, which with half missing, 2 hits is 20 damage. Then the Fighter has Another three hits, likely with something like 1d10+1d6+8, which is 17. A single round of attacks would likely drop it unless they get unlucky. And that is ignoring the rogue, wizard, and the cleric. A cleric, who has turn undead, and doesn't use it. So really, I'm not sure what you think you were trying to prove, but this seems rife with holes, assumptions, and poor examples taking a group from low to high levels and somehow never having to use anything that you seem to be advocating for. [/QUOTE]
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