Faolyn
(she/her)
I miss the ol' dungeon-cleaner fireballs.The only mechanical exploit I saw in Tucker's Kobolds was the way Fireball worked in 1e (expanding in all available space to full AoE). And frankly I think it should still work that way!
I miss the ol' dungeon-cleaner fireballs.The only mechanical exploit I saw in Tucker's Kobolds was the way Fireball worked in 1e (expanding in all available space to full AoE). And frankly I think it should still work that way!
Because if you really want to kill a bunch of PCs, you can just play through the ridiculous recommendation of 8 encounters a day, run the players out of resources, and make the players want to off their PCs to escape the tedium.So how is that a problem with the encounter guidelines? That seems to be entirely a DM issue to me.
There was encounter design from the beginning.And honestly, there was no CR or encounter design back in the early AD&D days, and I'd say that those DMs managed to figure it out OK.
In a one shot I TPK'd a party played by my son, my brother, and two nieces with the vampire in the published 5e White Plume Mountain playing it straight at the suggested levels. I did not go in with the intention of a TPK.I thought 5e was easy mode!Well that is what everyone has been saying at least.
Honestly, it is hard for me to imagine what it is like to be a new DM now that I am 30 years in, but it seems really hard to TPK a 5e group unless your trying to. * Exceptions being having to few PCs (playing 3 PCs for an adventure that expects 5 for example).
*EDIT: I wanted to clarify that I am talking about published adventures mainly and secondarily if you are using the DMG encounter guidelines. The DMG encounter guidelines are not very deadly. However, as noted by other's in this thread, there are some monsters that are sneaky tough.
From what I can tell (using a DMG on archive.org since I don't have one of my own, and it inconvienently doesn't have page 175), those numbers show the range of how many monsters of what types you might find, but not how many encounters per day you're "supposed" to have. And that's what I was talking about.This gives a range of monster difficulties in an encounter to be expected that adjusts to the level of the dungeon. It gives a huge range of hitting anything from kobolds to spellcasting vampires at the deepest levels.
As this is a conversion from an older module I am curious about the encounter specifics, if you feel like providing them. I had the original adventure, but never ran it, so I am not familiar with encounter. Could you answer a few questions? If so:In a one shot I TPK'd a party played by my son, my brother, and two nieces with the vampire in the published 5e White Plume Mountain playing it straight at the suggested levels. I did not go in with the intention of a TPK.
Well, again, fair enough, and, give me a sec, but, I'll address this in a moment.I mean like @Crimson Longinus stated, there are a lot of monster with debugs and damage that gets brutal in large numbers or if played smart.
Yes, and this also works with what I'm going to say, so, I'm including it here for clarity.As an example, a PC in one of my games got bitten by a death dog, failed his save (despite being a tough barbarian) and was poisoned/diseased for a very long time, which made him extremely vulnerable to later encounters. Death dogs are a CR 1 encounter, there were like five PCs at the time who IIRC were level 2, so it was (by Kobold Fight Club standards, at least) a Trivial encounter. But if he hadn't been lucky enough to shake the poison off the next day, he very likely would have died.
Not having death at 0 and cheap heals is the yoyo.First, I don't agree it is easy modem that is just what I hear others say. However, I'm not following your argument, what does the yoyo have to do with. Now, full disclosure, we play death at 0 so there is no yoyo in our game. So this situation is not something I am familiar with.
But, isn't that CR working as advertised? The rules say that if you drop stronger monsters into the mix, you are making the encounter more deadly. 5e's math is far too loose to have a CR system that's anything more than an educated guess. It's just no possible to have a system that is a better predictor of combat output in a system that loose. 4e? Yeah, you had a CR system that was spot on because the math was so tight. 3e? Back to voodoo and chicken entrails because the math varied so wildly from table to table.Not having death at 0 and cheap heals is the yoyo.
5e is easy mode because if a PC drops to 0, it's easy to heal and bring up the dying PC with all the classes with healing magic, healing feats, and healing items.
So after a while, a DM can get overconfident in the PCs and drop a stronger monster group. And the TPK happens because the stronger monsters drop multiple PCs and the living ones can't hold them off, revive the fallen, and remain alive themselves.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.