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Player angry about enemies climbing rope with Rope Trick
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<blockquote data-quote="Oofta" data-source="post: 8592743" data-attributes="member: 6801845"><p>The way you keep saying "It's <em>possible</em>" reminds me of The Princess Bride. <em>You keep using that word. I do not think it means what you think it means.</em></p><p></p><p>I don't know where you get the idea that 1 monster vs a group of 4 is the default. It's not in any game I've ever played, I can't think of any edition that made solos particularly viable. The general default is to have groups of similar monsters act on the same initiative*, it's quite possible to have multiple attacks on the same downed foe. It just depends on what kind of experience the group wants. It's something I discuss during session 0, if I wanted to kill of PCs left and right it wouldn't be hard.</p><p></p><p>As other's have said, if a PC goes down in combat and pop back up it's likely their HP are still in the single digits. It's not hard to take them out again.</p><p></p><p></p><p>It also appears to be set for a party of 4 casual players with no magic items, no feats and likely point buy. I wish they had discussed adjusting difficulty a bit more, but it's not like the D&D swat team is going to break into your house and shut down your game if you adjust difficulty to fit your group. D&D is not a board game, there is far, far too much variety to have one size fits all. I've had to adjust the target number for every group I've ever DMed based on the mix of PCs and players, even though I use the same options. No one set of guidelines could ever account for all the variation I've seen when the primary difference is who sits down at the table.</p><p></p><p>As far as PCs being raised from the dead, that's always been part of the game. Revivify just cut back on the amount of downtime the player experiences and gets them back into the game more quickly. Assuming the party has it available, of course. PCs die with about the same regularity in my 5E campaigns as they always have. Dying at 0? Even BECMI had optional rules for not dying at 0. You have to go back decades to find a version that people died at 0 in 2E, even then we house ruled in an "unconscious" option.</p><p></p><p>The game has always been and continues to be as lethal for the PCs as the group desires.</p><p></p><p>*<em>See DMG Chapter 8: Running the Game section on initiative. Personally if I have a lot of the same monsters, I break them up into multiple initiative groups if I have more than 5.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8592743, member: 6801845"] The way you keep saying "It's [I]possible[/I]" reminds me of The Princess Bride. [I]You keep using that word. I do not think it means what you think it means.[/I] I don't know where you get the idea that 1 monster vs a group of 4 is the default. It's not in any game I've ever played, I can't think of any edition that made solos particularly viable. The general default is to have groups of similar monsters act on the same initiative*, it's quite possible to have multiple attacks on the same downed foe. It just depends on what kind of experience the group wants. It's something I discuss during session 0, if I wanted to kill of PCs left and right it wouldn't be hard. As other's have said, if a PC goes down in combat and pop back up it's likely their HP are still in the single digits. It's not hard to take them out again. It also appears to be set for a party of 4 casual players with no magic items, no feats and likely point buy. I wish they had discussed adjusting difficulty a bit more, but it's not like the D&D swat team is going to break into your house and shut down your game if you adjust difficulty to fit your group. D&D is not a board game, there is far, far too much variety to have one size fits all. I've had to adjust the target number for every group I've ever DMed based on the mix of PCs and players, even though I use the same options. No one set of guidelines could ever account for all the variation I've seen when the primary difference is who sits down at the table. As far as PCs being raised from the dead, that's always been part of the game. Revivify just cut back on the amount of downtime the player experiences and gets them back into the game more quickly. Assuming the party has it available, of course. PCs die with about the same regularity in my 5E campaigns as they always have. Dying at 0? Even BECMI had optional rules for not dying at 0. You have to go back decades to find a version that people died at 0 in 2E, even then we house ruled in an "unconscious" option. The game has always been and continues to be as lethal for the PCs as the group desires. *[I]See DMG Chapter 8: Running the Game section on initiative. Personally if I have a lot of the same monsters, I break them up into multiple initiative groups if I have more than 5.[/I] [/QUOTE]
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