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Low CRs and "Boring" Monsters: Ogre
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<blockquote data-quote="MostlyDm" data-source="post: 6992786" data-attributes="member: 6788973"><p>Not trying to troll. I'm surely being a bit of a smart-ass with some of the hyperbole, but on the whole I'm sincere about the overall comments I've made. And I think that your response is incredibly insightful. It shows that you've played and understood 4e quite a bit. I agree completely that one of the 4e things I see in 5e is that it has more consistent scaling.</p><p></p><p>I'd only disagree that my preferences are born out of frustration with problematic high-level play. I think that 3.X was the biggest s***-show in terms of high level balance, by a wide margin. And yet it's also probably the edition I engaged in the most high level play... largely just due to my age, as I was in my free-time prime when 3.X was first released. By the time 4e rolled around I had already scaled back dramatically due to work and stuff. I really enjoyed most of the 3.X high level play I personally experienced, warts and all, because I understood the system and my players and it was ultimately still manageable. At the time, my friends really enjoyed the stories we told, but they sometimes fell flat for me. </p><p></p><p>Which is why I actually think my preferences are a lot more specific than you've suggested. They come from a desire to be able to tell less gonzo, somewhat more real-world-feeling kinds of stories with my players. I like the game to be more heavily grounded in realism... or more accurately "realism" that is achieved by tone and feel and smoke and mirrors and willful suspension of disbelief. If I wanted true Realism, I would not play D&D... but even so I like it when even the great heroes feel fairly mortal, and have something to fear from regular men with crossbows. 4e doesn't really support that past the first tier, unless you do the sort of nonsense I was making fun of above, where the epic heroes are threatened by (Level 28) Regular Men (From Gehenna) with (Demon-Steel) Crossbows. See the Elder Scrolls: Oblivion videogame for this kind of thing, where once you hit high levels all the bandit shlubs have epic-tier weapons and armor. </p><p></p><p>I agree with you that 4e <em>does</em> support balanced high level epic play, where you fight huge demons and whatever else your group finds exciting. The most successful 4e game I ran was probably on track to do stuff like that one day, before it died for unrelated work/scheduling reasons. Ultimately, I have found it's just not for me. I think, ultimately, 5e may well be too powerful and "epic" for me when I get a party into the higher levels. But so far, bounded accuracy has kept it feeling much more mortal and "realistic" with quotes, even into levels that previously didn't quite work for me. So I am optimistic.</p><p></p><p>Easiest way to sum it up, I think is that I'm mostly a fan of horizontal, rather than vertical, advancement.</p><p></p><p>Just edited for typos.</p></blockquote><p></p>
[QUOTE="MostlyDm, post: 6992786, member: 6788973"] Not trying to troll. I'm surely being a bit of a smart-ass with some of the hyperbole, but on the whole I'm sincere about the overall comments I've made. And I think that your response is incredibly insightful. It shows that you've played and understood 4e quite a bit. I agree completely that one of the 4e things I see in 5e is that it has more consistent scaling. I'd only disagree that my preferences are born out of frustration with problematic high-level play. I think that 3.X was the biggest s***-show in terms of high level balance, by a wide margin. And yet it's also probably the edition I engaged in the most high level play... largely just due to my age, as I was in my free-time prime when 3.X was first released. By the time 4e rolled around I had already scaled back dramatically due to work and stuff. I really enjoyed most of the 3.X high level play I personally experienced, warts and all, because I understood the system and my players and it was ultimately still manageable. At the time, my friends really enjoyed the stories we told, but they sometimes fell flat for me. Which is why I actually think my preferences are a lot more specific than you've suggested. They come from a desire to be able to tell less gonzo, somewhat more real-world-feeling kinds of stories with my players. I like the game to be more heavily grounded in realism... or more accurately "realism" that is achieved by tone and feel and smoke and mirrors and willful suspension of disbelief. If I wanted true Realism, I would not play D&D... but even so I like it when even the great heroes feel fairly mortal, and have something to fear from regular men with crossbows. 4e doesn't really support that past the first tier, unless you do the sort of nonsense I was making fun of above, where the epic heroes are threatened by (Level 28) Regular Men (From Gehenna) with (Demon-Steel) Crossbows. See the Elder Scrolls: Oblivion videogame for this kind of thing, where once you hit high levels all the bandit shlubs have epic-tier weapons and armor. I agree with you that 4e [I]does[/I] support balanced high level epic play, where you fight huge demons and whatever else your group finds exciting. The most successful 4e game I ran was probably on track to do stuff like that one day, before it died for unrelated work/scheduling reasons. Ultimately, I have found it's just not for me. I think, ultimately, 5e may well be too powerful and "epic" for me when I get a party into the higher levels. But so far, bounded accuracy has kept it feeling much more mortal and "realistic" with quotes, even into levels that previously didn't quite work for me. So I am optimistic. Easiest way to sum it up, I think is that I'm mostly a fan of horizontal, rather than vertical, advancement. Just edited for typos. [/QUOTE]
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