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General Tabletop Discussion
*Dungeons & Dragons
last encounter was totally one-sided
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<blockquote data-quote="Blue" data-source="post: 6955501" data-attributes="member: 20564"><p>I think this is where the disconnect between the two sides is coming from. It <strong>is</strong> the only <u>general</u> solution within the <em>existing resource management balance of 5e</em>.</p><p></p><p>It's really that big. Not realizing it is that big is the problem. Let me repeat that, since any reply needs to address this: <strong>The game designers have made a game that makes mechanical assumptions about how many encounters a set of resources is spread over. The game is not designed to handle 6+ encounters worth of resources to be spent on only a single encounter and provide the same experience.</strong></p><p></p><p>Sure, it's possible to create encounters harder and not "multiple encounters under another guise" like phased bosses or waves of reinforcements. But since the optimization and party synergy levels vary so much there is no way to do that from a <em>designer</em> viewpoint, that's all on the DM.</p><p></p><p>It's perfectly valid to want an RPG that does that. Personally, the large number of encounters per day is by far the biggest problem I have with 5e. And 5e has some flexibility where it bends before it breaks - for instance you can repeatably run 4 hard-to-deadly encounters in a day with a short rest between them and have it work out. But to work outside the default bounds requires more DM work, which circles back to the issue of dropping foes into an encounter and running.</p><p></p><p>So to reference what [MENTION=15700]Sacrosanct[/MENTION] said - wanting <strong>D&D 5e</strong> to be able to drop in one encounter per day and have it "just work" is far enough outside their intentional design choices that it's unlikely that will happen, especially reliably and repeatably. That's not a design fail, it's using the wrong tool for the job. Taking the designers to task for making a hex wrench when you wanted a phillips head screwdriver isn't their fault. You might just be able to make the hex wrench do what you need, but it'll be a lot more work.</p></blockquote><p></p>
[QUOTE="Blue, post: 6955501, member: 20564"] I think this is where the disconnect between the two sides is coming from. It [B]is[/B] the only [U]general[/U] solution within the [I]existing resource management balance of 5e[/I]. It's really that big. Not realizing it is that big is the problem. Let me repeat that, since any reply needs to address this: [B]The game designers have made a game that makes mechanical assumptions about how many encounters a set of resources is spread over. The game is not designed to handle 6+ encounters worth of resources to be spent on only a single encounter and provide the same experience.[/B] Sure, it's possible to create encounters harder and not "multiple encounters under another guise" like phased bosses or waves of reinforcements. But since the optimization and party synergy levels vary so much there is no way to do that from a [I]designer[/I] viewpoint, that's all on the DM. It's perfectly valid to want an RPG that does that. Personally, the large number of encounters per day is by far the biggest problem I have with 5e. And 5e has some flexibility where it bends before it breaks - for instance you can repeatably run 4 hard-to-deadly encounters in a day with a short rest between them and have it work out. But to work outside the default bounds requires more DM work, which circles back to the issue of dropping foes into an encounter and running. So to reference what [MENTION=15700]Sacrosanct[/MENTION] said - wanting [B]D&D 5e[/B] to be able to drop in one encounter per day and have it "just work" is far enough outside their intentional design choices that it's unlikely that will happen, especially reliably and repeatably. That's not a design fail, it's using the wrong tool for the job. Taking the designers to task for making a hex wrench when you wanted a phillips head screwdriver isn't their fault. You might just be able to make the hex wrench do what you need, but it'll be a lot more work. [/QUOTE]
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last encounter was totally one-sided
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