CapnZapp
Legend
You are simply battling windmills at this point, S. I am critiquing the system, yes, but I certainly did not use this thread's example for that.That solution would have resulted in a completely different result in your OP.
You are simply battling windmills at this point, S. I am critiquing the system, yes, but I certainly did not use this thread's example for that.That solution would have resulted in a completely different result in your OP.
This is classic Flamestrike. If you don't want to DM things his way, you're doing it wrong.
You're way past the point of no return, but for anyone else still reading: I didn't.
I wasn't talking about the DM side of things. Yes, DMs have to adjust, I know.
I am talking about the "design" side of things. Are you suggesting that the monsters in the MM, as presented, and the CR system as presented, no longer work when players maximize their choices (from the options in the official books) and start to synergize their tactics?
You can't. Please stop summarizing my position in a way that allows you to conclude you were right all along.
. For lack of a better way to phrase it, encounter design is an art, not a science.
I wouldn't go as far as to say they don't work. When using the options for feats and multi-classing...which are options...then the monsters and CR system may require some adjustment. The "burden" of such adjustments falls to the DM because each group will likely have different concerns or different means of addressing those concerns.
It's a bit of a trick question you are asking because of the "as presented" caveat. I don't think that all of the monsters hold up well against proficient players with CR appropriate characters using feats and multi-classing. However, I don't really see that as a problem because the game is absolutely meant to be customized as presented.
So if we're going to include feats and multi-classing in our default assumptions of the game, then we should also take into consideration all of the options presented to the DM as part of the default assumption.
Now...I say all of this but I do want to add that I personally do not use the CR system in any significant way. When coming up with an encounter, I may make a note of a given creature's CR as a general assessment of its threat level, and that's about it. The CR system is only a guideline. It's there to give you an idea of how to construct an encounter. Once you're comfortable doing so, the CR system ceases to be that useful or important. There is never going to be a formula for calculating CR and encounter dangers that works across the board. For lack of a better way to phrase it, encounter design is an art, not a science.
I hope you continue to play and love D&D, despite this.
Most of what you wrote was reasoned and I thank you for it.
But here I gotta complain. You can't seriously compare the entire d20 playing style with d20 Modern.
Not only is this absurd, but I know the design team would not agree.
You know what? It's a great game. It's probably my fav version to date: 4e ended up being just too cumbersome for us; 3e had the exaggerated gulf between casters and non-casters, 2e was a little too all over the place (freelance writers with little oversight played a huge part, I'm sure), 1e was...well, it had all the shortcomings of being one of the first RPGs.
It is by no means perfect. Because people learn from previous experiences, I expect each version to be better than the last. 5e improves upon a lot of things, for sure. In some areas, it seems to have inexplicably taken a step backwards, and I genuinely don't know why.
When did having all the info needed to run a monster in one place become a bad thing? When did having suggested encounter groups for said monster included in its write-up become a bad thing? When did giving it a role, for suggested combat purposes, become a bad thing? These aforementioned things only made the game easier (and therefore more fun) to run...why were they jettisoned?
In a lot of ways, the 4e MM sucked, especially the lack of lore for the monsters. New creatures were introduced with no narrative to them, making them more difficult to put in a story than necessary. But running them in the game? The 4e MM (and the tight math around encounter building) made running the game much easier.
So, I don't understand the step backwards. Of the things I listed above, none of them would make negative the experience of anyone playing 5e right now if they were included. It was a solid advance made in the evolution of the game, and then oddly disappeared.
That's what's frustrating about the 'apologists': People critique the game because they want a better game, and they feel 5e might be able to deliver. Otherwise, we're left with "5e delivers as long as you have 6-8 encounters per day, otherwise, all bets are off." I can't believe that's true. "5e breaks down after level 15." Why?! With decades of experience, no one can make those levels work? Really? It's impossible? I can't believe that either. And if it ends up being true (note, I don't think it needs be true), then it's not right that the designers present the game pretending that it works fine. :/
Ok, so if those official options are used, then it's less likely that the monsters or CR system can be used as is, without adjustment. Fair enough. I do wish, if the design team was aware of this, that they had made mention of it in the sections for those optional rules. :/
I swear I'm not trying to make a trick question, only get a degree of specificity. I agree that the game should be customized; I just always thought that was as regards preference issues as opposed to mechanical issues. But yeah, ok.
Which presented options are you referring to here? I apologize, but it's not clear to me; I may be missing something.
Ok, I appreciate your honesty about the CR system. Thanks!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.