Reynard
aka Ian Eller
When i get a minute, I will dig up the thread. But long story short, I built boss monsters as staged and tiered enemies and managed a super successful convention game of 17th level PCs hunting "gods."How do you handle it?
When i get a minute, I will dig up the thread. But long story short, I built boss monsters as staged and tiered enemies and managed a super successful convention game of 17th level PCs hunting "gods."How do you handle it?
Actually 4e introduced it and 5e repurposed it.
It means 6-8 combats with one or two short rests in between. Which the DMG explains. It doesn’t explain that combats are expected to take about 3 rounds, and it probably should, but all the rest of these assumptions were explicitly stated. A lot of people just… didn’t like those assumptions and decide to ignore them, and then complain that the game wasn’t balanced.
Yeah, an occasional gantlet works well both as a pacing thing and as a learning thing.Actually I think most people don't want to lose. They want their characters to be powerful.
I think throwing in a day where they are doing 20 rounds of combatonce in a while is enough to teach the players not to alpha strike all the time. And to show them how much their characters can actually take.
I mean, if you’re doing those things, you don’t really need combat to be balanced. Combat is balanced around adventures where combat is happening regularly. If it isn’t happening regularly, obviously you would need to make up for that in the way you design the few combat encounters you do have.Surely the other issue is that mandating 6 to 8 combat encounters a day is ludicrously bad design. For a dungeonbash type adventure that's one thing. But overland travel? Courtly intrigue? Information gathering in the underworld?
If the PCs successfully ambush the big bad, the fight should be easy. That’s… the point of an ambush…A PC ambush on the big bad? All of these types of adventuring days probably involve 1 or 2 fights at best.
There's also the issue that attrition-based adventuring is boring. I want encounters to be (somewhat) dangerous in and of themselves, not just speed bumps where the challenge is to see how few resources I can spend dealing with them.Oh, they did. It’s just that no one read the DMG. And when people quoted the DMG saying “look, it says right here you should have 6-8 combats per adventuring day,” no one believed it. They argued it was just a recommendation of how much a party can handle, not how much they need to be facing every day for combat to be balanced.
Making the math serve the narrative, nice.When i get a minute, I will dig up the thread. But long story short, I built boss monsters as staged and tiered enemies and managed a super successful convention game of 17th level PCs hunting "gods."
Sounds like a lot of fun!When i get a minute, I will dig up the thread. But long story short, I built boss monsters as staged and tiered enemies and managed a super successful convention game of 17th level PCs hunting "gods."
Again, I think a lot of these people actively worked to find ways to read the advice that would support the way they already wanted to interpret it. And also apparently didn’t try running it as it was recommended, cause if they did they’d have seen it worked well.All I’ll say is it was not clear to a lot of people including adventure designers, third party publishers, actual play streamers and a host of others - some very experienced people.
Things like Battlemaster maneuvers and whatever equivalent limited resource other subclasses have.I'm now not seeing how a fighter's basic attack / at-wills are so unbalanced vs the fighter's alpha / Daily powers. What else is there besides action surge that would make the damage so high? I mean they get the extra attacks at level 5/11... but these are part of the basic attacks.
Unless he means fighters as the PCs and not the fighter class. If this is the case, it is just poor wording.
Making the math serve the narrative, nice.
Sounds like a lot of fun!