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last encounter was totally one-sided
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<blockquote data-quote="Helldritch" data-source="post: 6964119" data-attributes="member: 6855114"><p>Well... you should come to my games. Archery is not that broken if you take ammunitions into account. It is not in every campaing that you will find a +1 bow. Against monsters that requires silver or magic to hit, your archer will suffer greatly, to the point where cantrip will be better.</p><p>Not every campaing finds +1 arrows and even then, you can't repair them with mending. Current archer is carrying 40 arrows and other members are carrying about 20 more each. Despite the facts that the archer takes arrows from fallen ennemies, the total amount of arrows is slowly declining as no one wants to spend 20 rounds to mend broken arrows even with spare time. If you take into consideration that sometimes a group has to flee; amunitions should slowly go down as the adventure goes on and the archer's supply are running lower and lower. In fact a few games ago, our archer was forced to fight with short swords! Usualy, he prefers to shoot in melee even with disadvantage but he had run out of arrows.</p><p></p><p>We have ruled that even with mending, arrow retrival should be around 90%. There are some arrow that get lost or pieces of them flew everywhere and some were not recoverable. Our archer is a ranger and he makes a lot of dmg, mainly due to the fact that the battlemaster targets him for the attack command. The paladin, although able to match the potential dmg with smites prefers to keep spells for emergency healing despite the fact that there are two clerics in the group and one is a life cleric! </p><p></p><p>Monsters are using dodge action, cover, oil and everything at their disposal to make the player sweat. The grab and push actions are often used in cooperation against one front melee character and if successful, the players know they're in big trouble. One enemy will try to sneak in, and the unlucky player will be attack with advantage from all possible attacker that can get it.</p><p></p><p>In my games, the dodge action is actualy used quite often by the players (I tend to be really lucky on the dice and all rolls are seen by the players) so as to take minimal dmg. I do strictly enforce the 6-8 encounters per day filling out the missing encounters with random encounters from tables I made for each specific adventures. The possibility to have an encounter is 1/6 every hours. Sometimes they get no encounters for the entire rest period but I always stop at 8 encounters. The nova thing that so many ppl complain about? It simply doesn't exist in my campaing. Some combat lasts up to 12 rounds with an average of about 6-8 rounds for meaningful combats (hard and deadly). An average difficulty combat can go to 3-5 rounds and easy difficulty rarely goes past round 3. It should be mention that inspiration is given at every start of each session and awarded in game for good RP. We also use the Hero point system. Even with these, combats are the length I have told you earlier. </p><p></p><p>I know that many people do not like the 6-8 encounters per day. But a dungeon, region, tribe is and should feel alive. The world does not cease to move when the players are resting. It is quite the contrary. Players raided a camp/dungeon/whatever? The survivors and the leader will be out searching for them. All this ruffus might stir up some local monsters/undead/wild life enough so that they stumble on the players.</p><p></p><p>If the players are using Leomund's tiny hut spells or even the M. Magnificient Mansion, and they are not found; you can bet that if the inhabitant can work together, that they will set up more traps and be more alert to players possible incursion. This forces the players to enforce the 6-8 EPD by themselves. They are keeping major ressources so that they can do more encounters per day if logic dictates it.</p><p></p><p>This lead to a very equilibrated campaing style where I have absolutely no problems with Sharp Shooter and GWM feats. The defensive style is actualy taken now as the higher the AC the better the player feel. And yet, given the chance between +1 chain mail and adamantine chain mail, almost all my players take the adamantine armor. They hate critical hit and with the tactics the monsters are using, critical hit are numerous enough to be a concern.</p><p></p><p>Gimly is my games, Legolas too. So is the Grey Mouser, Lancelot, Morgan the Fey and almost all the characters from fiction and movies that can come to mind. It is as easy for them to be in your games as you are ready to prepare their/your adventures. </p><p></p><p>5ed works out pretty well good. The thing you have to keep in mind is that the more options you use, the more preparation the game will take.</p><p>This is a fact that is true for all games. I know of no system that do not take a minimum of preperation time. In fact, aside from the OD&D, the 5ed is probably the edition that takes the less time to prepare (3rd and 3.5 were the worst).</p><p></p><p>Keep in mind that MM and all monsters and Adventures are assumed to be played with the basic rules in mind. Feats and other options made available downgrade the monsters' power levels. With each options you add in favor of the players, you have to adjust appropriately. Do this and you will have no problems with 5ed. In fact, you will ask yourself why you didn't do it earlier.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 6964119, member: 6855114"] Well... you should come to my games. Archery is not that broken if you take ammunitions into account. It is not in every campaing that you will find a +1 bow. Against monsters that requires silver or magic to hit, your archer will suffer greatly, to the point where cantrip will be better. Not every campaing finds +1 arrows and even then, you can't repair them with mending. Current archer is carrying 40 arrows and other members are carrying about 20 more each. Despite the facts that the archer takes arrows from fallen ennemies, the total amount of arrows is slowly declining as no one wants to spend 20 rounds to mend broken arrows even with spare time. If you take into consideration that sometimes a group has to flee; amunitions should slowly go down as the adventure goes on and the archer's supply are running lower and lower. In fact a few games ago, our archer was forced to fight with short swords! Usualy, he prefers to shoot in melee even with disadvantage but he had run out of arrows. We have ruled that even with mending, arrow retrival should be around 90%. There are some arrow that get lost or pieces of them flew everywhere and some were not recoverable. Our archer is a ranger and he makes a lot of dmg, mainly due to the fact that the battlemaster targets him for the attack command. The paladin, although able to match the potential dmg with smites prefers to keep spells for emergency healing despite the fact that there are two clerics in the group and one is a life cleric! Monsters are using dodge action, cover, oil and everything at their disposal to make the player sweat. The grab and push actions are often used in cooperation against one front melee character and if successful, the players know they're in big trouble. One enemy will try to sneak in, and the unlucky player will be attack with advantage from all possible attacker that can get it. In my games, the dodge action is actualy used quite often by the players (I tend to be really lucky on the dice and all rolls are seen by the players) so as to take minimal dmg. I do strictly enforce the 6-8 encounters per day filling out the missing encounters with random encounters from tables I made for each specific adventures. The possibility to have an encounter is 1/6 every hours. Sometimes they get no encounters for the entire rest period but I always stop at 8 encounters. The nova thing that so many ppl complain about? It simply doesn't exist in my campaing. Some combat lasts up to 12 rounds with an average of about 6-8 rounds for meaningful combats (hard and deadly). An average difficulty combat can go to 3-5 rounds and easy difficulty rarely goes past round 3. It should be mention that inspiration is given at every start of each session and awarded in game for good RP. We also use the Hero point system. Even with these, combats are the length I have told you earlier. I know that many people do not like the 6-8 encounters per day. But a dungeon, region, tribe is and should feel alive. The world does not cease to move when the players are resting. It is quite the contrary. Players raided a camp/dungeon/whatever? The survivors and the leader will be out searching for them. All this ruffus might stir up some local monsters/undead/wild life enough so that they stumble on the players. If the players are using Leomund's tiny hut spells or even the M. Magnificient Mansion, and they are not found; you can bet that if the inhabitant can work together, that they will set up more traps and be more alert to players possible incursion. This forces the players to enforce the 6-8 EPD by themselves. They are keeping major ressources so that they can do more encounters per day if logic dictates it. This lead to a very equilibrated campaing style where I have absolutely no problems with Sharp Shooter and GWM feats. The defensive style is actualy taken now as the higher the AC the better the player feel. And yet, given the chance between +1 chain mail and adamantine chain mail, almost all my players take the adamantine armor. They hate critical hit and with the tactics the monsters are using, critical hit are numerous enough to be a concern. Gimly is my games, Legolas too. So is the Grey Mouser, Lancelot, Morgan the Fey and almost all the characters from fiction and movies that can come to mind. It is as easy for them to be in your games as you are ready to prepare their/your adventures. 5ed works out pretty well good. The thing you have to keep in mind is that the more options you use, the more preparation the game will take. This is a fact that is true for all games. I know of no system that do not take a minimum of preperation time. In fact, aside from the OD&D, the 5ed is probably the edition that takes the less time to prepare (3rd and 3.5 were the worst). Keep in mind that MM and all monsters and Adventures are assumed to be played with the basic rules in mind. Feats and other options made available downgrade the monsters' power levels. With each options you add in favor of the players, you have to adjust appropriately. Do this and you will have no problems with 5ed. In fact, you will ask yourself why you didn't do it earlier. [/QUOTE]
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