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General Tabletop Discussion
*Dungeons & Dragons
last encounter was totally one-sided
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<blockquote data-quote="Flamestrike" data-source="post: 6955810" data-attributes="member: 6788736"><p>Zapp, the only thing I'm right about is that you're not policing the 5 minute adventuring day (timing quests etc) and that the game goes out of kilter when you dont. This is by your own admission.</p><p></p><p>The example in your OP was a prime example of fully rested PCs novaing an encounter (that was also run poorly). It was a prime example of why you use longer adventuring days (lets see them smash that same encounter, six times in a row between long resting) and also a prime example of <em>why </em>games break apart at your groups level (most DMs cant properly transition into DMing high level campaigns and threats due to the PCs options for steamrolling encounters improving beyond the DMs experience and imagination to deal with).</p><p></p><p>Re that last point, I can play a 20th level Wizard suboptimally ('he just really likes melee!') against a bunch of 1st level fighters and lose. It proves nothing about the rules. Equally, I can also throw a bunch of 20th level PCs into a dungeon to recover a macguffin (just like they did at low levels) and have it all fall apart via the clerics divine intervention, PCs sending armies in to do it for them, using wish spells, dimensional travel and clairvoyance circumventing the whole dungeon or one of a million or more options available to high level PCs.</p><p></p><p>High level PCs require two things: unique threats <em>and </em>experienced DMs. Seeing as most campaigns end as high level abilities come into play more (and DMs rage-quit or players arent challenged anymore and the game falls apart) few DMs have the experience to run them.</p><p></p><p>As a side note I'm also right that you only created this thread to sook about your perceived issues with the game again as well. Not only havent you dispelled that hunch I had, you've done everything to support it.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6955810, member: 6788736"] Zapp, the only thing I'm right about is that you're not policing the 5 minute adventuring day (timing quests etc) and that the game goes out of kilter when you dont. This is by your own admission. The example in your OP was a prime example of fully rested PCs novaing an encounter (that was also run poorly). It was a prime example of why you use longer adventuring days (lets see them smash that same encounter, six times in a row between long resting) and also a prime example of [I]why [/I]games break apart at your groups level (most DMs cant properly transition into DMing high level campaigns and threats due to the PCs options for steamrolling encounters improving beyond the DMs experience and imagination to deal with). Re that last point, I can play a 20th level Wizard suboptimally ('he just really likes melee!') against a bunch of 1st level fighters and lose. It proves nothing about the rules. Equally, I can also throw a bunch of 20th level PCs into a dungeon to recover a macguffin (just like they did at low levels) and have it all fall apart via the clerics divine intervention, PCs sending armies in to do it for them, using wish spells, dimensional travel and clairvoyance circumventing the whole dungeon or one of a million or more options available to high level PCs. High level PCs require two things: unique threats [I]and [/I]experienced DMs. Seeing as most campaigns end as high level abilities come into play more (and DMs rage-quit or players arent challenged anymore and the game falls apart) few DMs have the experience to run them. As a side note I'm also right that you only created this thread to sook about your perceived issues with the game again as well. Not only havent you dispelled that hunch I had, you've done everything to support it. [/QUOTE]
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