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General Tabletop Discussion
*Dungeons & Dragons
Reducing the number of encounters in a day
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6799300" data-attributes="member: 6787650"><p>The attrition model is newfangled, very nontraditional. Attrition has always been one component of (A)D&D, as far back as I've played (Mentzer Red Box, but mostly AD&D2) but usually only a minor aspect of the game. 5E has almost completely removed save-or-die from the system and leans primarily on attrition if you're not careful, and that's new, and has implications which can make the game boring if not managed correctly.</p><p></p><p></p><p></p><p>I wouldn't know. The only 3.5 I ever played was the ToEE videogame, which was quite boring.</p><p></p><p></p><p></p><p>That's an interesting definition of "balanced." By that standard, 5E is extremely well-balanced, but the encounter guidelines are far too weak because there are a number of builds that shred them utterly. (Or maybe it's the MM which is the problem, and not the encounter guidelines--after all there are a handful of monsters in the MM which are challenging (scary!) and interesting, and a large number of boring meatsacks which are there only to die in three rounds or less.)</p><p></p><p>That's not the standard I'm using when I discuss DMG encounter balance though. The DMG is designed so that there are no "trap options" as you call it, and so that a casual player who makes a basic Champion fighter can kill monsters and get treasure. It's easy by design, and the fact that he isn't making a "viable" choice by your apparent standards (i.e. some options dominate others) doesn't stop him from having fun. I claim that the 5E guidelines were designed with such players in mind; but the fun part of 5E is that it's a floor on effectiveness and not a ceiling.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6799300, member: 6787650"] The attrition model is newfangled, very nontraditional. Attrition has always been one component of (A)D&D, as far back as I've played (Mentzer Red Box, but mostly AD&D2) but usually only a minor aspect of the game. 5E has almost completely removed save-or-die from the system and leans primarily on attrition if you're not careful, and that's new, and has implications which can make the game boring if not managed correctly. I wouldn't know. The only 3.5 I ever played was the ToEE videogame, which was quite boring. That's an interesting definition of "balanced." By that standard, 5E is extremely well-balanced, but the encounter guidelines are far too weak because there are a number of builds that shred them utterly. (Or maybe it's the MM which is the problem, and not the encounter guidelines--after all there are a handful of monsters in the MM which are challenging (scary!) and interesting, and a large number of boring meatsacks which are there only to die in three rounds or less.) That's not the standard I'm using when I discuss DMG encounter balance though. The DMG is designed so that there are no "trap options" as you call it, and so that a casual player who makes a basic Champion fighter can kill monsters and get treasure. It's easy by design, and the fact that he isn't making a "viable" choice by your apparent standards (i.e. some options dominate others) doesn't stop him from having fun. I claim that the 5E guidelines were designed with such players in mind; but the fun part of 5E is that it's a floor on effectiveness and not a ceiling. [/QUOTE]
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