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Is 5e the Least-Challenging Edition of D&D?
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<blockquote data-quote="Lanefan" data-source="post: 7940971" data-attributes="member: 29398"><p>The Tomb is extremely challenging, only in a different way than usual: the challenges are tricks, traps and puzzles (i.e. challenging brains) rather than monsters and combat (i.e. challenging brawn).</p><p></p><p>What also makes the Tomb differen (and gives it its well-earned reputation) is that in many cases the result of failing a challenge is death: you don't get a second chance or a do-over. <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>Or find another way of dealing with them that doesn't involve front-line fighters or melee combat.</p><p></p><p>Sometimes you really do need magic to get the job done, and while some see this as a problem, I don't. Have a Cleric handy to turn them, then blast away with ranged spells or even ranged missiles. But yes - in fact the very thing to learn from them is <strong>don't fight them</strong> hand-to-hand.</p><p></p><p>Nothing wrong at all with developing SOPs for common situations.</p><p></p><p>Of course she will.</p><p></p><p>But giving clear specifics as to what you're doing, be it case-by-case or as a SOP, informs the DM exactly what you're touching or not, where you're checking and what for, and so forth; all of which may modify your roll for better or worse.</p><p></p><p>It also removes the burden of assumption from both sides and thus proactively ends the following needless argument before it begins:</p><p></p><p>Player: "I check the door for traps."</p><p>DM: "Good. Saving throw as you find the contact poison the hard way."</p><p>Player: But I wouldn't have touched it!"</p><p><argument ensues></p><p></p><p>The second a player says "I wouldn't have...", you have a problem. A big problem. And a <em>completely avoidable</em> problem had the player taken the time to be much more specific, in this case as to her search sequence.</p><p></p><p>Agreed. It's not unfair at all.</p><p></p><p>Correct me if I'm wrong, but I thought 5e didn't have 'surprised' in its lexicon. So how is your 5e situation possible, where the Goblins get two complete rounds of firing before the party can react?</p><p></p><p>B/X and 1e certainly do, and yes: in those systems with unlucky rolling it's entirely possible that a party could be wiped out by ranged ambushers using poison without ever knowing what hit them. Further, surprised characters don't get shield or Dex bonuses to AC, making them easier to hit.</p><p></p><p>No, you're describing the ideal outcome you're attempting to achieve. The DM then rolls to see if you achieved it or not.</p><p></p><p>Turning around and bailing on the mission is always a valid choice; be it to come back later with more and-or better resources, or to pass the mission on to someone more qualified, or to just head south for the winter.</p><p></p><p>Nowhere is it written that the party have to always succeed on what they're doing.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7940971, member: 29398"] The Tomb is extremely challenging, only in a different way than usual: the challenges are tricks, traps and puzzles (i.e. challenging brains) rather than monsters and combat (i.e. challenging brawn). What also makes the Tomb differen (and gives it its well-earned reputation) is that in many cases the result of failing a challenge is death: you don't get a second chance or a do-over. :) Or find another way of dealing with them that doesn't involve front-line fighters or melee combat. Sometimes you really do need magic to get the job done, and while some see this as a problem, I don't. Have a Cleric handy to turn them, then blast away with ranged spells or even ranged missiles. But yes - in fact the very thing to learn from them is [B]don't fight them[/B] hand-to-hand. Nothing wrong at all with developing SOPs for common situations. Of course she will. But giving clear specifics as to what you're doing, be it case-by-case or as a SOP, informs the DM exactly what you're touching or not, where you're checking and what for, and so forth; all of which may modify your roll for better or worse. It also removes the burden of assumption from both sides and thus proactively ends the following needless argument before it begins: Player: "I check the door for traps." DM: "Good. Saving throw as you find the contact poison the hard way." Player: But I wouldn't have touched it!" <argument ensues> The second a player says "I wouldn't have...", you have a problem. A big problem. And a [I]completely avoidable[/I] problem had the player taken the time to be much more specific, in this case as to her search sequence. Agreed. It's not unfair at all. Correct me if I'm wrong, but I thought 5e didn't have 'surprised' in its lexicon. So how is your 5e situation possible, where the Goblins get two complete rounds of firing before the party can react? B/X and 1e certainly do, and yes: in those systems with unlucky rolling it's entirely possible that a party could be wiped out by ranged ambushers using poison without ever knowing what hit them. Further, surprised characters don't get shield or Dex bonuses to AC, making them easier to hit. No, you're describing the ideal outcome you're attempting to achieve. The DM then rolls to see if you achieved it or not. Turning around and bailing on the mission is always a valid choice; be it to come back later with more and-or better resources, or to pass the mission on to someone more qualified, or to just head south for the winter. Nowhere is it written that the party have to always succeed on what they're doing. [/QUOTE]
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