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Running D&D 5e for Levels 10+
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<blockquote data-quote="hawkeyefan" data-source="post: 7289751" data-attributes="member: 6785785"><p>I wouldn't mind if there were some more abilities possessed by some monsters. I do agree with that criticism. I don't think that it goes so far as to make most monsters "boring bags of HP", though. Sounds to me like having a Dragon land amidst PCs and then try to just go punch for punch with them is the very definition of a "boring bag of HP". It takes away much of what makes the Dragon a Dragon. </p><p></p><p>Again, I can understand wanting more unique or mechanically interesting mechanics for monsters (I actually add them in my game when I want) but no amount of such abilities is going to replace simply playing the monster as if it had a brain. </p><p></p><p></p><p></p><p></p><p>"I allow Option X in my game. Option X increases the amount of damage my players do. I find the amount of damage my players do makes the monsters too weak. I want the designers to fix the monsters."</p><p></p><p>The solution to the problem here is clear. Just get rid of feats. Doesn't even have to be all feats, just the -5/+10 ones and maybe a couple others. Why would you think that changing all the monsters is somehow an easier fix than removing a couple of Feats? </p><p></p><p>Those Feats have obviously affected your game. It's clear that they are the problem. Why focus elsewhere? Will your players truly balk so much if those Feats are taken? It sounds to me like maybe that would be good for them....maybe they'd explore some other Feat choices that would add some variety to the game. Maybe if every character wasn't built solely with combat in mind, your players may find combat more challenging.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7289751, member: 6785785"] I wouldn't mind if there were some more abilities possessed by some monsters. I do agree with that criticism. I don't think that it goes so far as to make most monsters "boring bags of HP", though. Sounds to me like having a Dragon land amidst PCs and then try to just go punch for punch with them is the very definition of a "boring bag of HP". It takes away much of what makes the Dragon a Dragon. Again, I can understand wanting more unique or mechanically interesting mechanics for monsters (I actually add them in my game when I want) but no amount of such abilities is going to replace simply playing the monster as if it had a brain. "I allow Option X in my game. Option X increases the amount of damage my players do. I find the amount of damage my players do makes the monsters too weak. I want the designers to fix the monsters." The solution to the problem here is clear. Just get rid of feats. Doesn't even have to be all feats, just the -5/+10 ones and maybe a couple others. Why would you think that changing all the monsters is somehow an easier fix than removing a couple of Feats? Those Feats have obviously affected your game. It's clear that they are the problem. Why focus elsewhere? Will your players truly balk so much if those Feats are taken? It sounds to me like maybe that would be good for them....maybe they'd explore some other Feat choices that would add some variety to the game. Maybe if every character wasn't built solely with combat in mind, your players may find combat more challenging. [/QUOTE]
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