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Is WotC's 5E D&D easy? Trust me this isn't what you think... maybe
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<blockquote data-quote="DEFCON 1" data-source="post: 9293187" data-attributes="member: 7006"><p>Any adventure can end up easy or hard depending on how a party is put together.</p><p></p><p>A standard fighter / rogue / cleric / wizard party will have a more difficult time than a paladin / life cleric / moon druid / divine soul sorcerer party because it only has a single PC that heals that has to try and keep the others on their feet. Whereas the latter group has four characters that ALL can heal, so the odds of things spiraling out of control because the healer goes down is minimized, and the extra HP that the moon druid contributes in wildshape makes knocking the party down more difficult as well. Likewise... a group that has a Bear Totem barbarian has an easier time of it than one that doesn't because that barbarian has essentially twice the HP now and still can kill things just as easily, or one with a Twilight Cleric bumps everyone's temp HP as well. And this doesn't even take into account adding a fifth PC into the group, let alone a 6th or 7th.</p><p></p><p>So it makes total sense that an adventure path book that was written with a default baseline group of PCs that might be all the pre-gens from the Starter Sets or the Basic Rules can not keep up with the players who have the PHB, Xanathar's & Tasha's and mix and match abilities and classes and subclasses to create uber-powered combinations of characters.</p><p></p><p>This is why we have DM's Guild-- so that other people can create massively more dangerous adventures for those people who have parties of overpowered PCs.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9293187, member: 7006"] Any adventure can end up easy or hard depending on how a party is put together. A standard fighter / rogue / cleric / wizard party will have a more difficult time than a paladin / life cleric / moon druid / divine soul sorcerer party because it only has a single PC that heals that has to try and keep the others on their feet. Whereas the latter group has four characters that ALL can heal, so the odds of things spiraling out of control because the healer goes down is minimized, and the extra HP that the moon druid contributes in wildshape makes knocking the party down more difficult as well. Likewise... a group that has a Bear Totem barbarian has an easier time of it than one that doesn't because that barbarian has essentially twice the HP now and still can kill things just as easily, or one with a Twilight Cleric bumps everyone's temp HP as well. And this doesn't even take into account adding a fifth PC into the group, let alone a 6th or 7th. So it makes total sense that an adventure path book that was written with a default baseline group of PCs that might be all the pre-gens from the Starter Sets or the Basic Rules can not keep up with the players who have the PHB, Xanathar's & Tasha's and mix and match abilities and classes and subclasses to create uber-powered combinations of characters. This is why we have DM's Guild-- so that other people can create massively more dangerous adventures for those people who have parties of overpowered PCs. [/QUOTE]
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Is WotC's 5E D&D easy? Trust me this isn't what you think... maybe
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