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General Tabletop Discussion
*Dungeons & Dragons
Is the Default Playstyle of 5E "Monty Haul?"
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<blockquote data-quote="Retreater" data-source="post: 8822316" data-attributes="member: 42040"><p>Most of them are only experienced in 5e, but I'd say the majority have been playing the system for 4+ years. </p><p></p><p></p><p>In my case "Monty Haul" isn't just gold and magic items. It's getting any kind of reward for minimal effort. This can be XP, Levels, Titles, Story Developments, or - heck - even the reward of playing the game itself. Most of the time my players can pass through on auto-pilot, halfway paying attention to the plot, combats, etc. They're still rewarded with the game continuing on as if they had played masterfully, using every resource, been thoroughly engaged, etc.</p><p></p><p>I'm to the point (especially with the 7th level group) where there is nothing that can be done in the constraints of the 5e ruleset that can challenge them. Throw enough enemies in to challenge them, it becomes a grotesque slog of 100+ monsters that would take weeks to run. Throw in the rare enemy that can challenge them, and it's a TPK. Let there be ramifications in the plot for a story failure, and the campaign world is destroyed (not that they really care anyway).</p><p></p><p>For me, a satisfying combat should have numerous times where several characters feel on the verge of death. If combats don't feel challenging, why bother? Especially when the party calls all the shots about when they heal, recover all spell slots, etc., the only thing you can do is threaten their characters and chance of success in the campaign.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8822316, member: 42040"] Most of them are only experienced in 5e, but I'd say the majority have been playing the system for 4+ years. In my case "Monty Haul" isn't just gold and magic items. It's getting any kind of reward for minimal effort. This can be XP, Levels, Titles, Story Developments, or - heck - even the reward of playing the game itself. Most of the time my players can pass through on auto-pilot, halfway paying attention to the plot, combats, etc. They're still rewarded with the game continuing on as if they had played masterfully, using every resource, been thoroughly engaged, etc. I'm to the point (especially with the 7th level group) where there is nothing that can be done in the constraints of the 5e ruleset that can challenge them. Throw enough enemies in to challenge them, it becomes a grotesque slog of 100+ monsters that would take weeks to run. Throw in the rare enemy that can challenge them, and it's a TPK. Let there be ramifications in the plot for a story failure, and the campaign world is destroyed (not that they really care anyway). For me, a satisfying combat should have numerous times where several characters feel on the verge of death. If combats don't feel challenging, why bother? Especially when the party calls all the shots about when they heal, recover all spell slots, etc., the only thing you can do is threaten their characters and chance of success in the campaign. [/QUOTE]
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Community
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Is the Default Playstyle of 5E "Monty Haul?"
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