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[Poll] 15 Minute Adventuring Day, 5e, and You
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<blockquote data-quote="n00bdragon" data-source="post: 5974230" data-attributes="member: 6689371"><p>The problems are several-fold:</p><p>1. It's left entirely up to the DM what the circumstances of the encounter are such as how far away you are when you're allowed to notice the monsters, monster positioning, etc. At least in my game monsters encountered us rather than the other way around. You walk into the room and then suddenly a goblin patrol enters from the west and the south and the north all at the same time. You can chalk this up to crummy DMing but the system deserves some blame for not giving any guidance on this at all and making it possible in the first place.</p><p>2. There's no effective way to keep monsters from running away. The lack of AoOs makes it so that monsters can simply double move away from you and you must double move to keep up losing any hope of killing them before they find friends. My group followed an ogre this way for almost ten rounds (with the wizard frantically trying to cast Ray of Frost on it and getting bad luck on the rolls, but the fact that the only solution to this problem is a wizard spell really burns my bacon) and he still managed to find a group of orcs to hide behind. We finally just ended up killing the orcs because the DM was tired of playing. We had followed goblins to more goblins, then another goblin to the ogre, then the ogre to the orcs, then the orcs finally shrugged and fought to the death.</p><p>3. Combat just isn't fun. There's nothing to do. No interesting choices to make. There isn't a game to play aside from just making stuff up and asking the DM if you can do whatever, and since we were doing a playtest to test the game and the rules and not play Magical Tea Party we were all against that. Many will shrug this off as us just being uncreative but a good game should be entertaining on its own and a springboard that makes you curious to try things. Nothing in the rules of the playtest made us particularly curious or interested in trying anything.</p></blockquote><p></p>
[QUOTE="n00bdragon, post: 5974230, member: 6689371"] The problems are several-fold: 1. It's left entirely up to the DM what the circumstances of the encounter are such as how far away you are when you're allowed to notice the monsters, monster positioning, etc. At least in my game monsters encountered us rather than the other way around. You walk into the room and then suddenly a goblin patrol enters from the west and the south and the north all at the same time. You can chalk this up to crummy DMing but the system deserves some blame for not giving any guidance on this at all and making it possible in the first place. 2. There's no effective way to keep monsters from running away. The lack of AoOs makes it so that monsters can simply double move away from you and you must double move to keep up losing any hope of killing them before they find friends. My group followed an ogre this way for almost ten rounds (with the wizard frantically trying to cast Ray of Frost on it and getting bad luck on the rolls, but the fact that the only solution to this problem is a wizard spell really burns my bacon) and he still managed to find a group of orcs to hide behind. We finally just ended up killing the orcs because the DM was tired of playing. We had followed goblins to more goblins, then another goblin to the ogre, then the ogre to the orcs, then the orcs finally shrugged and fought to the death. 3. Combat just isn't fun. There's nothing to do. No interesting choices to make. There isn't a game to play aside from just making stuff up and asking the DM if you can do whatever, and since we were doing a playtest to test the game and the rules and not play Magical Tea Party we were all against that. Many will shrug this off as us just being uncreative but a good game should be entertaining on its own and a springboard that makes you curious to try things. Nothing in the rules of the playtest made us particularly curious or interested in trying anything. [/QUOTE]
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[Poll] 15 Minute Adventuring Day, 5e, and You
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