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last encounter was totally one-sided
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<blockquote data-quote="hawkeyefan" data-source="post: 6955177" data-attributes="member: 6785785"><p>There are some flaws with the game. There are with any game. [MENTION=12731]CapnZapp[/MENTION]'s example should be taken as one anecdote about possible concerns. His concerns seem to largely come from player proficiency. His players are clearly experienced players who know how to optimize game mechanics and character options in order to create ultra-potent player-characters. That's simply not the default assumption of the game design. Nor should it be...since more players are likely to play at a level closer to the middle when it comes to proficiency rather than to the expert level. </p><p></p><p>When players do indeed play at that level, adjustments need to be made. Or depending on the desired result, adjustments are more likely to be needed. Some folks may be perfectly happy to let things play out as they will. </p><p></p><p></p><p></p><p>The game does allow for this. Use legendary monsters for solo monsters. Take whatever creature you want as a solo boss and add legendary resistance and legendary actions. This is the exact purpose of the legendary creature design. If it's is not used, is that the fault of the game system? </p><p></p><p></p><p></p><p>The game can be made to allow for lower amounts of encounters. However, because the game was designed with a multiple encounter day in mind, adjustments are needed to make it work in another way. And here's the thing...they know people may want to play different ways, with different styles or areas of focus. That's why there is a huge section of the DMG about making changes to the game, and alternate systems that can be implemented. Do these options address every possible issue a given group may have? No...but that would be impossible. Instead they serve as a stepping stone to making the game work for you.</p><p></p><p>You said that you're a new DM. That's awesome. What I would say is to not worry so much about potential issues you read about online. Yes, they may come up in your game at some point. I would say wait until they do. When an issue of some kind comes up, that's when you can best decide how to handle it. Because the way problems are handled will vary from table to table just like the problems themselves vary. </p><p></p><p>So perhaps [MENTION=15700]Sacrosanct[/MENTION]'s advice was put a bit harshly, but that doesn't change its accuracy. Sometimes, you'll have to do a little work as the DM to get the game to do what you want. Work beyond the standard amount of creating a story and locations and monsters and so on. However, the kind of effort I'm talking about often goes so hand in hand with the other aspects that given some time you'll be doing it all at once and it won't drastically increase the amount of preparation you need to put into the game.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6955177, member: 6785785"] There are some flaws with the game. There are with any game. [MENTION=12731]CapnZapp[/MENTION]'s example should be taken as one anecdote about possible concerns. His concerns seem to largely come from player proficiency. His players are clearly experienced players who know how to optimize game mechanics and character options in order to create ultra-potent player-characters. That's simply not the default assumption of the game design. Nor should it be...since more players are likely to play at a level closer to the middle when it comes to proficiency rather than to the expert level. When players do indeed play at that level, adjustments need to be made. Or depending on the desired result, adjustments are more likely to be needed. Some folks may be perfectly happy to let things play out as they will. The game does allow for this. Use legendary monsters for solo monsters. Take whatever creature you want as a solo boss and add legendary resistance and legendary actions. This is the exact purpose of the legendary creature design. If it's is not used, is that the fault of the game system? The game can be made to allow for lower amounts of encounters. However, because the game was designed with a multiple encounter day in mind, adjustments are needed to make it work in another way. And here's the thing...they know people may want to play different ways, with different styles or areas of focus. That's why there is a huge section of the DMG about making changes to the game, and alternate systems that can be implemented. Do these options address every possible issue a given group may have? No...but that would be impossible. Instead they serve as a stepping stone to making the game work for you. You said that you're a new DM. That's awesome. What I would say is to not worry so much about potential issues you read about online. Yes, they may come up in your game at some point. I would say wait until they do. When an issue of some kind comes up, that's when you can best decide how to handle it. Because the way problems are handled will vary from table to table just like the problems themselves vary. So perhaps [MENTION=15700]Sacrosanct[/MENTION]'s advice was put a bit harshly, but that doesn't change its accuracy. Sometimes, you'll have to do a little work as the DM to get the game to do what you want. Work beyond the standard amount of creating a story and locations and monsters and so on. However, the kind of effort I'm talking about often goes so hand in hand with the other aspects that given some time you'll be doing it all at once and it won't drastically increase the amount of preparation you need to put into the game. [/QUOTE]
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