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Nominate Today's Top Adventures for Use in 5E
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<blockquote data-quote="jgsugden" data-source="post: 8645683" data-attributes="member: 2629"><p>Playing. 5d6+5 is 22.5 damage on average. That means if you have 11 hp or less, you'll flat out die more than half the time ... and even if you have 12 or 13 hps, a slightly high roll will do it.PCs may consider this as an approach. However, people are playing first level PCs at the start of a campaign and may not be taking the warning signs that this - which can be the first combat of the campaign (it was for us) seriously enough. That is not the problem with them - they're badly balanced and mechanically poorly designed. The paladin gets the following spells: Hunter's Mark, Find Familiar, Fly, and Haste. That is a really strong set of spells. Then they get a 60 foot frighten with a set DC of 14 at a low level (3rd). They're evocative (some perhaps too much - The Amazon is a bit too Wonder Woman), but the balance is just off. The Epic Quests are laid out, so I do not considerf this too spoilery - they start storylines that players engage in and then the storylines dry up if the PC is not there to complete them. That isn't too bad. However, if the PCs bring in a new PC late in the game, there are story elements that were to have taken place for their epic destiny that may no longer make sense because NPCs that were involved in that storyline are no longer in the same situation. Yes, you can awkwardly modify them, but - awkwardly. And a lot of these Epic Destinies feel like side quests in old MMORPGs - but ones that just happen along the storyline of the main game. You get them because they fall in your lap. </p><p></p><p>YMMV, but it doesn't get top marks from me.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8645683, member: 2629"] Playing. 5d6+5 is 22.5 damage on average. That means if you have 11 hp or less, you'll flat out die more than half the time ... and even if you have 12 or 13 hps, a slightly high roll will do it.PCs may consider this as an approach. However, people are playing first level PCs at the start of a campaign and may not be taking the warning signs that this - which can be the first combat of the campaign (it was for us) seriously enough. That is not the problem with them - they're badly balanced and mechanically poorly designed. The paladin gets the following spells: Hunter's Mark, Find Familiar, Fly, and Haste. That is a really strong set of spells. Then they get a 60 foot frighten with a set DC of 14 at a low level (3rd). They're evocative (some perhaps too much - The Amazon is a bit too Wonder Woman), but the balance is just off. The Epic Quests are laid out, so I do not considerf this too spoilery - they start storylines that players engage in and then the storylines dry up if the PC is not there to complete them. That isn't too bad. However, if the PCs bring in a new PC late in the game, there are story elements that were to have taken place for their epic destiny that may no longer make sense because NPCs that were involved in that storyline are no longer in the same situation. Yes, you can awkwardly modify them, but - awkwardly. And a lot of these Epic Destinies feel like side quests in old MMORPGs - but ones that just happen along the storyline of the main game. You get them because they fall in your lap. YMMV, but it doesn't get top marks from me. [/QUOTE]
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