Tony Vargas
Legend
The DMG also makes it clear that a party is supposed to be able to handle 6-8 medium-hard encounters per day.the DMG makes it plain (in its muddled, poorly-written way) that adjusted XP is what the chart refers to.
The DMG also makes it clear that a party is supposed to be able to handle 6-8 medium-hard encounters per day.the DMG makes it plain (in its muddled, poorly-written way) that adjusted XP is what the chart refers to.
The DMG also makes it clear that a party is supposed to be able to handle 6-8 medium-hard encounters per day.
Your analysis of them does. So your analysis of what some tables in the DMG imply contradicts what the DMG comes right out and says. And that analysis relies on an assumption that rests upon the DMG being 'muddled' and 'poorly written.'The tables in the DMG make it clear that there is no such expectation.
So, 1st level 'medium' per character was meant to be over 25 up to 50 exp, not medium starting at 50?I feel like the xp per difficulty chart was originally intended to be xp caps, not baselines.
I feel like the xp per difficulty chart was originally intended to be xp caps, not baselines.
OK, so the mistake isn't 6-8 encounters per day (which presumably takes into account the diverse range of resources available to different PC classes), but how difficult those encounters should be? Maybe. Or maybe 'adjusted' shouldn't be in the titles of one of the charts. :shrug: Neither way really inspires a lot of confidence.My theory as to why the "6-8 encounters per day" guideline is in the DMG is that they forgot to update that paragraph when they changed the rules for computing encounter difficulty. If you use the original Basic rule (XP caps, not baselines, as you put it) then you get 6-8 "Medium" encounters as an average; but by DMG rules those are Easy encounters, not Medium.
OK, so the mistake isn't 6-8 encounters per day (which presumably takes into account the diverse range of resources available to different PC classes), but how difficult those encounters should be? Maybe. Or maybe 'adjusted' shouldn't be in the titles of one of the charts. :shrug: Neither way really inspires a lot of confidence.
Or maybe we're completely misinterpreting the whole thing, and neither classes nor encounters are meant to 'balance' at all. ;P
The traditional 'attrition model,' yes.If you look at the math of 5E it seems clear that classes and encounters are "meant" to balance in combat--they tried really hard to build a structure which would deplete PC resources at a predictable rate.
Still just a guideline. DM judgement is clearly meant to count for a lot in 5e.Or look at the shape of the DMG CR table, and the guidelines they give for CR: they practically come right out and say that DPR and HP are the only factors they care about. (Mobility is worth zero, according to the DMG.)
It's not like balancing at 6-8 medium/hard encounters per day is all that lofty an ambition. Take the vast universe of possible ways to pace a campaign, and only balance one of them. That should be doable.Just because the 5E designers apparently tried to create a balanced system doesn't mean they succeeded, of course.
If there's enough of them, and they're not that much better than eachother, that's not so much broken/imbalanced as 'rewarding system mastery' and everything else being a 'trap option.'In fact the whole system is completely broken from a balance standpoint, in that there are tons of brokenly good strategies and tactics that let you vastly exceed baseline expectations.
White room** 'kiting' silliness.(Another Enworld thread recently brought up the fact that a 1st level wizard can potentially solo kill the Tarrasque through judicious use of Longstrider, his starting gold, and Acid Splash. Back in AD&D you needed to be at least 7th level to kill the Tarrasque, and 9th was better.)
Well, it's captured the feel of 3.5, then, for you at least.5E is interesting to me in the same way as Master of Magic: not only is it possible to utterly break the game difficulty, but there isn't a single dominant strategy for doing so. You can break the game in a dozen different ways, and each of them gives a different experience. Therefore it is fun, or at least it has been so far.
If it's boring, it's not balanced*.TL;DR they tried to balance it, but failed, and if they'd succeeded 5E would be boring (IMO).
The traditional 'attrition model,' yes.Still just a guideline. DM judgement is clearly meant to count for a lot in 5e.
Well, it's captured the feel of 3.5, then, for you at least.
* for values of 'balanced' approximating "provides the player with many choices that are each both meaningful and viable."

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