Zardnaar
Legend
I said it 2015 got told to "shut up Zard you're wrong".Yep. Despite the DMG saying exactly that, people have been denying it for a decade.
Got the 5 power feats right kinda.
I said it 2015 got told to "shut up Zard you're wrong".Yep. Despite the DMG saying exactly that, people have been denying it for a decade.
To be fair, the sudden and enormous influx of new players 5e brought to the game would have made it impossible to know what “the vast majority” would prefer, since most of them weren’t playing yet.That's because it was designed as a dungeon crawler. Because it had to cover that aspect of play that people would certainly use. That the vast majority don't play that way apparently never occurred to the designers of the game.
I mean, that’s subjective, but “I don’t like the way this system is designed to work” is a very different complaint than “this system doesn’t work as designed.” People decided they thought long adventuring days with many combats sounded boring, refused to run the game that way, and then complained that the game wasn’t balanced. The game was balanced, it was just balanced around a play pattern you thought sounded boring.
The problem with designing combat balance around fewer, harder combats is that it’s much swingier than an attrition model. Variance favors the less likely outcomes, and in D&D, the PCs winning is the most likely outcome. The players are statistically favored to win, but fewer combats means fewer dice rolled, which means results are less likely to hew closely to the statistical expectation. Therefore, the more rounds of combat the system expects, the more confident the system can be in its expectation of the results. If you build a system around the expectation of fewer, harder encounters, that difficulty therefore has to come more from the inherent swinginess of the dice, which means more combats where you either feel like the bug or the windshield, instead of feeling like a well-tuned challenge that you have to use all the tools at your disposal to succeed at.
Double up the encounter difficulty and have roughly two per short rest with only one of those per day. Mix up the expected order of encounters so that boss monsters aren't usually last (ish).
Yes, that means each fight is longer, but there's more stakes and the heroes are still heroes.
True. That doesn't make it a good choice, though. Attrition-based adventuring was an issue back in 3e (which had a similar set of assumptions, though based on a 4-encounter adventuring day), and was less of an issue during 4e due to short rests allowing partial refills (so you could bounce back from challenging encounters).That's literally all of D&D. The game is designed around attrition-based adventuring.
Yeah, because they didn’t want to do that many encounters. But that is what the system was built around.Clarification?
Mist here were saying 6-8 encounters were to many vs how people were playing.
Well, your group is far more optimized than most.Games to easy we did 10-12 encounters once in 2014 going x5 over deadly for one encounter.
Yeah, because they didn’t want to do that many encounters. But that is what the system was built around.
Well, your group is far more optimized than most.
Yes, it's subjective, but considering the number of people who aren't playing it with 20 rounds of fighting per day I think I have some support for my thesis.I mean, that’s subjective, but “I don’t like the way this system is designed to work” is a very different complaint than “this system doesn’t work as designed.” People decided they thought long adventuring days with many combats sounded boring, refused to run the game that way, and then complained that the game wasn’t balanced. The game was balanced, it was just balanced around a play pattern you thought sounded boring.