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General Tabletop Discussion
*Dungeons & Dragons
last encounter was totally one-sided
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<blockquote data-quote="CapnZapp" data-source="post: 6955783" data-attributes="member: 12731"><p>I have a three-layered problem with this. </p><p></p><p>First, I'm not entirely sure this is the full truth. I don't believe 5E is that specialized, or that they have consciously moved away so far from previous editions. I simply can't.</p><p></p><p>Which leads me to second: "That's not a design fail, it's using the wrong tool for the job." I don't care what tool they've built, as long as it plays D&D. If they have built a tool I can't use, then NO WAY that's not their fault. If they've built something that merely goes by the name of D&D but really doesn't support the game and adventures I know and love, NO WAY they're coming off the hook.</p><p></p><p>I mean, almost all of us agree 4E was an example where they gave us a hex wrench when we all wanted phillips screwdrivers. But nothing to me suggests 5E is anything like 4E in the way it staked out a new direction. If anything it's emphatically sold in to cater to traditionalism and nostalgia. If it looks like a hex wrench and quacks like a hex wrench, why isn't it then a hex wrench?</p><p></p><p>Leading to number three: a far too accepting stance on this presumed state of affairs. I'm not saying YOU belong to this group, but there certainly are a few vocal ENWorld posters that defend WotCs every move, every design decision, denies any flaws or shortcomings. They are rather trying.</p><p></p><p>It all leads up the one and the same conclusion: the way these posters hang all their hopes on one solution and one solution only would be galling by itself. But when I clearly see that adventures simply aren't changed to follow or enforce that One Solution, their whole case simply falls apart.</p><p></p><p>There's nothing different with the official published adventures. There's nothing particularly different with the characters (though they're quite robust and powerful). It's only that monsters and challenge levels and encounter guidelines significantly fail to match these robust and powerful adventurers to meet our expectations, as if designed by interns that have never played the game before and not by a firm with decades of experience and four previous editions under their collective belt. </p><p></p><p>What is the solution then? It sure isn't as simple as "just add more encounters", that's for sure.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6955783, member: 12731"] I have a three-layered problem with this. First, I'm not entirely sure this is the full truth. I don't believe 5E is that specialized, or that they have consciously moved away so far from previous editions. I simply can't. Which leads me to second: "That's not a design fail, it's using the wrong tool for the job." I don't care what tool they've built, as long as it plays D&D. If they have built a tool I can't use, then NO WAY that's not their fault. If they've built something that merely goes by the name of D&D but really doesn't support the game and adventures I know and love, NO WAY they're coming off the hook. I mean, almost all of us agree 4E was an example where they gave us a hex wrench when we all wanted phillips screwdrivers. But nothing to me suggests 5E is anything like 4E in the way it staked out a new direction. If anything it's emphatically sold in to cater to traditionalism and nostalgia. If it looks like a hex wrench and quacks like a hex wrench, why isn't it then a hex wrench? Leading to number three: a far too accepting stance on this presumed state of affairs. I'm not saying YOU belong to this group, but there certainly are a few vocal ENWorld posters that defend WotCs every move, every design decision, denies any flaws or shortcomings. They are rather trying. It all leads up the one and the same conclusion: the way these posters hang all their hopes on one solution and one solution only would be galling by itself. But when I clearly see that adventures simply aren't changed to follow or enforce that One Solution, their whole case simply falls apart. There's nothing different with the official published adventures. There's nothing particularly different with the characters (though they're quite robust and powerful). It's only that monsters and challenge levels and encounter guidelines significantly fail to match these robust and powerful adventurers to meet our expectations, as if designed by interns that have never played the game before and not by a firm with decades of experience and four previous editions under their collective belt. What is the solution then? It sure isn't as simple as "just add more encounters", that's for sure. [/QUOTE]
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last encounter was totally one-sided
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