I'm sure most of you are familiar with the expression of the "Monty Haul" style game.
(In case you're not, here's a link to an article: Monty Haul)
Specifically, looking at the 1990 "Campaign Sourcebook and Catacomb Guide" definition: "a 'giveaway' campaign in which the players receive treasure and experience disproportionate to the dangers they overcome."
Is there any "danger" inherent in 5E? In my two groups currently playing 5E, I have the following:
Any time I give them XP or treasure, it doesn't feel "earned." More importantly, it doesn't feel "needed."
(In case you're not, here's a link to an article: Monty Haul)
Specifically, looking at the 1990 "Campaign Sourcebook and Catacomb Guide" definition: "a 'giveaway' campaign in which the players receive treasure and experience disproportionate to the dangers they overcome."
Is there any "danger" inherent in 5E? In my two groups currently playing 5E, I have the following:
- A 3rd level party that functions around 7th level.
- A 7th level party that functions around 14th level.
Any time I give them XP or treasure, it doesn't feel "earned." More importantly, it doesn't feel "needed."
- Why worry about an extra +1 to hit when you already destroy anything the DM throws at you?
- An extra 6 HP when you don't even drop to half health in a routine combat?
- What incentive could there be for playing smart when every battle can be won with standard operating procedures? (It's not important to exploit a creature's weakness when you're going to be able to kill it with ease anyway.)