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Let's Talk About How to "Fix" D&D
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<blockquote data-quote="fearsomepirate" data-source="post: 8195656" data-attributes="member: 7021420"><p>Yes, several.</p><ol> <li data-xf-list-type="ol"><strong>The book-keeping is tedious</strong>. Once the rogue is rolling 9 dice at every strike, and the paladin is regularly rolling 7 dice on a smite, and the wizard is rolling 8-10 dice on some spells...yeah, it does in fact cause a problem. It slows the game down. The book-keeping for several monsters with hundreds of hit points each is tedious, too.<br /> <br /> </li> <li data-xf-list-type="ol"><strong>Certain plausible-sounding things from past games are now impossible</strong>. The CR of a monster an Assassin Rogue can <em>actually</em> assassinate is surprisingly low (an 10th-level rogue has about a 50% chance to kill a CR 2 ogre). CR 1 & 2 monsters will last longer than it seems like they should against high-level parties.<br /> <br /> </li> <li data-xf-list-type="ol"><strong>NPCs aren't viable opponents</strong>. In 5e design, PCs typically have a much higher DPR/HP than monsters, typically somewhere between 50% and 100% of their HP in damage per round, depending on their powers & resources. And since the hit chance is so high, this means a party of 4 will turn most NPCs into paste by focus-firing in the first round, unless you contrive something to ensure this doesn't happen.</li> </ol><p>Basically, the HP and damage slopes both need to be shallower, and the AC slope needs to be a little steeper. We don't need to go back to ACs in the 40s and to-hit bonuses in the 30s; I just feel 5e overcorrected. At high level, players typically have to-hit bonuses between 11 and 14. It's absurd for a monster facing them to have an AC of 16.</p></blockquote><p></p>
[QUOTE="fearsomepirate, post: 8195656, member: 7021420"] Yes, several. [LIST=1] [*][B]The book-keeping is tedious[/B]. Once the rogue is rolling 9 dice at every strike, and the paladin is regularly rolling 7 dice on a smite, and the wizard is rolling 8-10 dice on some spells...yeah, it does in fact cause a problem. It slows the game down. The book-keeping for several monsters with hundreds of hit points each is tedious, too. [*][B]Certain plausible-sounding things from past games are now impossible[/B]. The CR of a monster an Assassin Rogue can [I]actually[/I] assassinate is surprisingly low (an 10th-level rogue has about a 50% chance to kill a CR 2 ogre). CR 1 & 2 monsters will last longer than it seems like they should against high-level parties. [*][B]NPCs aren't viable opponents[/B]. In 5e design, PCs typically have a much higher DPR/HP than monsters, typically somewhere between 50% and 100% of their HP in damage per round, depending on their powers & resources. And since the hit chance is so high, this means a party of 4 will turn most NPCs into paste by focus-firing in the first round, unless you contrive something to ensure this doesn't happen. [/LIST] Basically, the HP and damage slopes both need to be shallower, and the AC slope needs to be a little steeper. We don't need to go back to ACs in the 40s and to-hit bonuses in the 30s; I just feel 5e overcorrected. At high level, players typically have to-hit bonuses between 11 and 14. It's absurd for a monster facing them to have an AC of 16. [/QUOTE]
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Let's Talk About How to "Fix" D&D
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