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<blockquote data-quote="Swarmkeeper" data-source="post: 7560345" data-attributes="member: 6921763"><p>But aren't you providing a play experience that rewards preparing attack spells and everyone getting ranged weapons? Is that not "pushing a specific play style on people" in a way? One interpretation might be that you are dumbing down 5e to the most obvious solution: ranged attack ho! The players then adapt to that narrow style that you feed them. It's a self-fulfilling prophesy and not one that is the fault of 5e "falling a bit short". They may not all be tactical geniuses but give the players (and their PCs) some credit for being able to learn from experience and adapt for the future.</p><p></p><p>I know the players at the tables I DM enjoy diverse challenges. They get excited when they need to think outside the box to solve problems they encounter - in combat and in the other pillars. Every combat is not a "draw bows/eldritch blast/fireball" fest. If it were, I don't think our campaign would have legs to get very far. The many brains of the players are far smarter than my one DM brain - they come up with great - and memorable! - solutions that don't involve any homebrewing. And I don't design challenges that only allow for one solution.</p><p></p><p></p><p></p><p>As a DM, if you see that your players are having their PCs learn and prepare only/mostly damage spells, do something about it to help them move along the learning curve to see that there are other choices they can make. Drop a few scrolls with utility spells into the adventure that they can find as treasure and set up situations where those are useful. Or if you are worried about the melee characters not having any ranged weapons drop some Boots of Springing and Striding or Slippers of Spider Climbing into the mix so they can have one more way to close the gap to get in the face of the baddie. Maybe they have to pry these items off the cold, dead feat of a mini-boss at some point! Or allow them to pick up extra weapons at the local weapon shop after adventuring a bit and learning where their equipment holes lie. "Easy to fix" yes - there are endless ideas. To imply that previous editions were better than 5e at helping the PCs succeed is an odd statement, though, IMO.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 7560345, member: 6921763"] But aren't you providing a play experience that rewards preparing attack spells and everyone getting ranged weapons? Is that not "pushing a specific play style on people" in a way? One interpretation might be that you are dumbing down 5e to the most obvious solution: ranged attack ho! The players then adapt to that narrow style that you feed them. It's a self-fulfilling prophesy and not one that is the fault of 5e "falling a bit short". They may not all be tactical geniuses but give the players (and their PCs) some credit for being able to learn from experience and adapt for the future. I know the players at the tables I DM enjoy diverse challenges. They get excited when they need to think outside the box to solve problems they encounter - in combat and in the other pillars. Every combat is not a "draw bows/eldritch blast/fireball" fest. If it were, I don't think our campaign would have legs to get very far. The many brains of the players are far smarter than my one DM brain - they come up with great - and memorable! - solutions that don't involve any homebrewing. And I don't design challenges that only allow for one solution. As a DM, if you see that your players are having their PCs learn and prepare only/mostly damage spells, do something about it to help them move along the learning curve to see that there are other choices they can make. Drop a few scrolls with utility spells into the adventure that they can find as treasure and set up situations where those are useful. Or if you are worried about the melee characters not having any ranged weapons drop some Boots of Springing and Striding or Slippers of Spider Climbing into the mix so they can have one more way to close the gap to get in the face of the baddie. Maybe they have to pry these items off the cold, dead feat of a mini-boss at some point! Or allow them to pick up extra weapons at the local weapon shop after adventuring a bit and learning where their equipment holes lie. "Easy to fix" yes - there are endless ideas. To imply that previous editions were better than 5e at helping the PCs succeed is an odd statement, though, IMO. [/QUOTE]
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