And if that becomes a problem, a Disjunction is a swift solution.
Not a thing in 5e, though nothing says a DM can't reintroduce it (using a prior edition as guidance).
And if that becomes a problem, a Disjunction is a swift solution.
Ah, Disjunction. The spells that reveals about a dozen gaping flaws in 3e design -- including its own presence.Not a thing in 5e, though nothing says a DM can't reintroduce it (using a prior edition as guidance).
:: If they all want to heroically die instead of only having one heroically die so the others can esacpe, that's up to them. EDIT to add: And even the one left behind as the slowest runner is still heroically dying...or so the Bards will say later, anyway.
To me, though, survival of the party - as in, that there's at least one survivor such that the same party/story/quest/etc. can continue - is more important than survival of any one character.
"So let me get this straight, you have already lost 13 folks to hazards on this quest? Where do I sign up?"It's really weird IMO to talk about 'the story continuing' with so much character churn. Okay, one guy lived this time, by next time what's the chances they and any sense of continuity will survive the next?
"And you're all continuing the quest where the last person in the group to had accepted it died six years ago? How? Oh. to shreds you say. How's his wife holding up? To shreds you say?""So let me get this straight, you have already lost 13 folks to hazards on this quest? Where do I sign up?"
So after 10 pages of people getting tripped in the semantics of incorrect gamer slang and the same "but CAN you retreat tho?" argument that's as old as usenet, we get to the actual issue.Maybe part of the problem I'm running into with my 5e group is that we have short sessions. I regularly run for 2-3 hours on a VTT, just to fit everyone's schedules on a weeknight (since weekends aren't possible). That means that if I follow the guidelines for how many encounters in a day I'm supposed to have (according to the RAW), it can take us 4+ sessions to get through a single adventuring day. That severely bogs down play. It spaces out story beats in the campaign. It creates a long time IRL to recharge your character's cool abilities.
So I prefer more intense, concentrated battles than the fights that don't really matter to the campaign overall. A pack of giant rats that can nibble off 10% of the party's HP and other resources is not satisfying because it ends up expending around 50% of the players' time for the weekly session (after you account for placing tokens, putting things on a battlegrid, rolling and ordering Initiative, and managing "cleanup" among the characters after the fight.)
If I were playing weekly for 4-5 hours a session like I did when I was a college student - then yeah, I could run that kind of game. Now, it's more of a chore of meaningless tasks. I'd rather get into the story, exploration, and encounters that challenge the players and their characters while doing the double duty of advancing the plot or enriching their discovery of the campaign world.
So I need something more like an average of 3 fights per day.
Games that focus on resource attrition aren't fun when our real life most precious resource (time) erodes more quickly than the characters' spells, torches, and hit points.
That's your choice, but expecting others to share it just because its what you think is reasonable, is not, in fact, reasonable.
With the, fairly large, caveat that not all ways will work for any given table of players, or even specific players at the table!What's cool about RPGs is that all ways are valid.
Ah, Disjunction. The spells that reveals about a dozen gaping flaws in 3e design -- including its own presence.
Or just let them sell magic items for better ones and not leave it up to Chaos Roulette to see if the fighter is (more) useless now while the monk and wizard fail to care.We've had several threads on this. I found it particularly valuable in 3E for getting rid of old gear. Otherwise magic items just accumulated - the Christmas Tree effect. You just need to forewarn players that it will happen and then get them used to it. Any time from 8th level on you could expect the boss (12th level) to have a Disjunction in a Ring of Spell Storing.
It's sort of been a pattern that whenever I get insight into how @Lanefan runs games, or believes games should be run, my reaction is, "That's...um....interesting."
What's cool about RPGs is that all ways are valid.
With the, fairly large, caveat that not all ways will work for any given table of players, or even specific players at the table!
I know I've had (mercifully few) times where the DM and everyone else at the table seemed to be having a GREAT time and I wanted to be ANYWHERE else. Made some excuse and fled the game at a run.
I can also think of 2 playes (of the top of my head and over decades) who were just not a fit when I was DMing. They disapeared and I wasn't sorry to see them go.
My group at about 2 hours per week to play online using FantasyGrounds and it takes us weeks to get an adventuring day done.Maybe part of the problem I'm running into with my 5e group is that we have short sessions. I regularly run for 2-3 hours on a VTT, just to fit everyone's schedules on a weeknight (since weekends aren't possible). That means that if I follow the guidelines for how many encounters in a day I'm supposed to have (according to the RAW), it can take us 4+ sessions to get through a single adventuring day. That severely bogs down play. It spaces out story beats in the campaign. It creates a long time IRL to recharge your character's cool abilities.
Make at least 2 of then deadly and maybe even double deadly. I spotted in one of your earlier posts about using a marilith against a 7th level party. This is, (IMHO) a mistaken approach. A solo monster needs legendary actions. The opposition must match the action economy of the party. Go Wide before you go Tall. That is add more monsters before you add stronger monsters, though that must take into account casters. If the party has a lot of casters have some of the fight escalate in wave.So I prefer more intense, concentrated battles than the fights that don't really matter to the campaign overall. A pack of giant rats that can nibble off 10% of the party's HP and other resources is not satisfying because it ends up expending around 50% of the players' time for the weekly session (after you account for placing tokens, putting things on a battlegrid, rolling and ordering Initiative, and managing "cleanup" among the characters after the fight.)
If I were playing weekly for 4-5 hours a session like I did when I was a college student - then yeah, I could run that kind of game. Now, it's more of a chore of meaningless tasks. I'd rather get into the story, exploration, and encounters that challenge the players and their characters while doing the double duty of advancing the plot or enriching their discovery of the campaign world.
So I need something more like an average of 3 fights per day.
Then you really need to have a chat with your players about the fact that you are not having fun and consider changing systems. You are burning out and will come to a grinding halt if you are not having fun.Games that focus on resource attrition aren't fun when our real life most precious resource (time) erodes more quickly than the characters' spells, torches, and hit points.
Even though individual characters die off all the time, as long as there's not a TPK I've found the narrative of The Party always carries on somehow; and looking at game continuity from the DM side, that's the only narrative that really matters.Heh heh... I think what you say here is the exact fulcrum upon which both sides get separated.
In your case... characters that can't die shatter the believability of the game and thus the game is wrecked. Whereas on my side... all characters dying all the time wreck any sort of cohesive longterm narrative and story and thus the game is wrecked.
Agreed. And, as I noted way upthread, it's nigh-impossible to pull this off.A lot - almost all it seems - of DMs seem to think every battle needs to be a life and death struggle that the PCs barely win.
Ah, now there you're making assumptions that might not always hold up.In the end, your PCs are the heroes of the story. They're supposed to keep like heroes that can do amazing things.
And were I running a supers game I'd be 100% on board with this. But D&D at its best ain't a supers game, despite WotC's best attempts otherwise.It should not be a problem if they're powerful - because we eat up stories about powerful heroes, right? Marvel movies seem to think we do.
Excellent ideas! Homebrew items in particular, in that they're both a) appreciated (as you note) and b) help give a campaign its own unique "flavour" and-or memorability.All that being said, here are some ideas to make items feel more special (which can contribute to them feeling more appreciated and earned):
1.) Homebrew items. Half of the magic items I hand out do not originate in WotC books. Those homebrew are the most appreciated items, usually, because they're iconic to the PC.
2.) Intelligent items. A little intelligence on an otherwise plain magic item can be very intriguing for players, but only if the DM remembers it is there.
3.) Quest items. The item is broken and needs to be fixed, or to activate it you need to bring it somewhere ... these feel more earned as well.
That's exactly how my current campaign started.It's really weird IMO to talk about 'the story continuing' with so much character churn. Okay, one guy lived this time, by next time what's the chances they and any sense of continuity will survive the next?
"Shush, you dufus! Don't mention that part until we're already in the field!""So let me get this straight, you have already lost 13 folks to hazards on this quest? Where do I sign up?"