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General Tabletop Discussion
*Dungeons & Dragons
Moral Quandry Over Possible DM Failures?
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<blockquote data-quote="miniaturehoarder" data-source="post: 6534312" data-attributes="member: 6788790"><p>Well, generally when you are playing, the other side of the screen is not your prerogative and thinking too much about it can take the fun away.Monsters are not set in stone, the DMG rules make adjusting ACs and HPs easy. It's super helpful when all your orc minis have breastplates. While it's possible the DM doesn't know how carefully this edition weighs damage and AC, it's also possible he adjusted the monsters. Were the orcs swinging greataxes and dealing 1d12+3 damage? (less damage can make up for higher AC CR wise ) Were they taking extra moves via the aggressive ability (aggressive counts as +2 damage a round on determining CR ). </p><p></p><p>How much damage did each ogre take? Because I know if I was converting a 2E module with multiple ogres, I'd use CR 1 "Half Ogres" (hp 30, 100XP) who work <strong>more</strong> than close enough for ogres. That would also go a ways to explain why the XP was at the amount it was. 1800 troll + 700 (7 half ogres) + 800 (this high ac undead ) = 3300. 3300 / 6 players = 550. Either that or the DM is ruling foes who get away are not added to the XP (not a popular rule, but I've seen used before ) 1800 (troll) + 600 (3 dead ogres) + (900 (high ac undead.)</p><p></p><p>Oh BTW, do expect big fights to be regular, 6 players make lone foe fights a cakewalk and the XP encounter budget does account for this and encourages fights with more numerous foes. Your DM might be erring on the side of too many, but that's hard to say depending on how well the players control the battlefield.</p><p></p><p>That sounds like the group needs a better method of treasure division. Also there are no guarantees magic items are tailored to the characters or that they will fit concepts perfectly. If you want to spoil any chance of the thrill of discovery, check the 2E Magic Item Encyclopedia.</p><p></p><p> I think the problem is clear. Your looking through the DMG and modules when you are a player. 4E Hackmaster was tongue in cheek about it, but knowing too much about a game does affect a player just as <a href="http://tvtropes.org/pmwiki/pmwiki.php/Main/TVTropesWillRuinYourLife" target="_blank">knowing too much about the tropes of fiction can destroy one's enjoyment of movies</a>.</p></blockquote><p></p>
[QUOTE="miniaturehoarder, post: 6534312, member: 6788790"] Well, generally when you are playing, the other side of the screen is not your prerogative and thinking too much about it can take the fun away.Monsters are not set in stone, the DMG rules make adjusting ACs and HPs easy. It's super helpful when all your orc minis have breastplates. While it's possible the DM doesn't know how carefully this edition weighs damage and AC, it's also possible he adjusted the monsters. Were the orcs swinging greataxes and dealing 1d12+3 damage? (less damage can make up for higher AC CR wise ) Were they taking extra moves via the aggressive ability (aggressive counts as +2 damage a round on determining CR ). How much damage did each ogre take? Because I know if I was converting a 2E module with multiple ogres, I'd use CR 1 "Half Ogres" (hp 30, 100XP) who work [B]more[/B] than close enough for ogres. That would also go a ways to explain why the XP was at the amount it was. 1800 troll + 700 (7 half ogres) + 800 (this high ac undead ) = 3300. 3300 / 6 players = 550. Either that or the DM is ruling foes who get away are not added to the XP (not a popular rule, but I've seen used before ) 1800 (troll) + 600 (3 dead ogres) + (900 (high ac undead.) Oh BTW, do expect big fights to be regular, 6 players make lone foe fights a cakewalk and the XP encounter budget does account for this and encourages fights with more numerous foes. Your DM might be erring on the side of too many, but that's hard to say depending on how well the players control the battlefield. That sounds like the group needs a better method of treasure division. Also there are no guarantees magic items are tailored to the characters or that they will fit concepts perfectly. If you want to spoil any chance of the thrill of discovery, check the 2E Magic Item Encyclopedia. I think the problem is clear. Your looking through the DMG and modules when you are a player. 4E Hackmaster was tongue in cheek about it, but knowing too much about a game does affect a player just as [URL="http://tvtropes.org/pmwiki/pmwiki.php/Main/TVTropesWillRuinYourLife"]knowing too much about the tropes of fiction can destroy one's enjoyment of movies[/URL]. [/QUOTE]
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