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last encounter was totally one-sided
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<blockquote data-quote="Celtavian" data-source="post: 6971332" data-attributes="member: 5834"><p>This argument is endless. There are always people claiming, "If you play this certain way, everything will run ok." I know from my experience this is false. My group destroyed all the modules they put out, often fighting more than six to eight encounters per day adding in only feats and the magic in the module. If a game is too easy because you add in one or two feats and some very basic magic items, it's not a very challenging game. I've played every edition of D&D since the red basic set. I DM most often in my group which means I've been doing this a long, long time. There hasn't been an edition of D&D that ran very well out of the box for experienced players or at high level. High level players have too many options. 5E is no different. </p><p></p><p>5E has it's specific drawbacks, some similar to past editions and some unique to this edition. It's not a very challenging game and it lacks complex strategic options, especially for experienced players. I believe that is by design and my idea of a challenge and the general gamer's idea of a challenge differ greatly. Monsters are built with very lackluster options. The focus on 3 to 5 round combats makes them seem anticlimactic. I think this is very much a difference of perspective. I'm used to four hour long, sometimes multiple session final combats with enemies that last 15 to 20 rounds of in game combat before the battle is resolved with lots of back and forth with magic and healing and the entire group coming close to death. It feels like a climactic battle when we're done. It can be exhausting for the players and DM to match each other. There's a real feeling of accomplishment when the players finally win that I don't get in 5E.</p><p></p><p>I doubt we're ever going to agree on 5E. I know at this point if i can't find a way to make the game fit my vision of what a challenging combat looks like with a dragon or demon like a balor looks like, I doubt I'll continue playing. The vision in my mind is vitally important to my enjoyment of the game. For me that means dragons don't need no stinking tactics other than be a dragon to mess up parties and PCs should be running from balors and mariliths or at least fear to battle them regardless of the terrain or environment. The one thing I will give 5E is I can make this happen by rewriting the creatures in a fashion that allows them to accomplish my vision. And that's what I'll try to do at this point.</p><p></p><p>For those that want a heads up on some of the pitfalls of the game, I'll continue to offer my insight as to how to fix some of the problems and enhance monster challenges using methods other than the narrow 6 to 8 encounters a day, which should not be required to challenge a party.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6971332, member: 5834"] This argument is endless. There are always people claiming, "If you play this certain way, everything will run ok." I know from my experience this is false. My group destroyed all the modules they put out, often fighting more than six to eight encounters per day adding in only feats and the magic in the module. If a game is too easy because you add in one or two feats and some very basic magic items, it's not a very challenging game. I've played every edition of D&D since the red basic set. I DM most often in my group which means I've been doing this a long, long time. There hasn't been an edition of D&D that ran very well out of the box for experienced players or at high level. High level players have too many options. 5E is no different. 5E has it's specific drawbacks, some similar to past editions and some unique to this edition. It's not a very challenging game and it lacks complex strategic options, especially for experienced players. I believe that is by design and my idea of a challenge and the general gamer's idea of a challenge differ greatly. Monsters are built with very lackluster options. The focus on 3 to 5 round combats makes them seem anticlimactic. I think this is very much a difference of perspective. I'm used to four hour long, sometimes multiple session final combats with enemies that last 15 to 20 rounds of in game combat before the battle is resolved with lots of back and forth with magic and healing and the entire group coming close to death. It feels like a climactic battle when we're done. It can be exhausting for the players and DM to match each other. There's a real feeling of accomplishment when the players finally win that I don't get in 5E. I doubt we're ever going to agree on 5E. I know at this point if i can't find a way to make the game fit my vision of what a challenging combat looks like with a dragon or demon like a balor looks like, I doubt I'll continue playing. The vision in my mind is vitally important to my enjoyment of the game. For me that means dragons don't need no stinking tactics other than be a dragon to mess up parties and PCs should be running from balors and mariliths or at least fear to battle them regardless of the terrain or environment. The one thing I will give 5E is I can make this happen by rewriting the creatures in a fashion that allows them to accomplish my vision. And that's what I'll try to do at this point. For those that want a heads up on some of the pitfalls of the game, I'll continue to offer my insight as to how to fix some of the problems and enhance monster challenges using methods other than the narrow 6 to 8 encounters a day, which should not be required to challenge a party. [/QUOTE]
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