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Sharpshooter/Great Weapon Master and Why They Are Broken 101.
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<blockquote data-quote="Fanaelialae" data-source="post: 6936521" data-attributes="member: 53980"><p>I never said anyone had accused me of being bad. I simply offered two reasonable explanations. Either I am "bad" at playing casters (even if the definition of "bad" is merely "less than exemplary"), or I'm not "bad" but have good DMs who don't break a sweat challenging a "good" caster. They're both equally viable as explanations, although I know which one I favor. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Having a dynamic world where stuff happens even when the PCs aren't around is the best solution to the 5MWD there is, IMO. </p><p></p><p>The PCs stick their noses in the dungeon, kill a few monsters and then withdraw to camp? Unless the dungeon denizens are extremely disorganized, or the PCs somehow manage to be extremely surreptitious the inhabitants are likely to take notice. If they think they can handle the party, they might hunt them down and attack them while they sleep (or whenever the duration of Tiny Hut expires). If not, they may take their treasure and leave. The PCs might be able to catch up with them if they hurry, but it's possible they'll be waylaid by an even stronger force before the PCs can reach them. Now the PCs are hunting an unknown enemy even more powerful than the original.</p><p></p><p>The PCs want to take a long rest after every random encounter on their way to slay a powerful monster? That monster might use that time to kill innocents, and now the PCs are at least partly responsible for the loss of those lives. Or perhaps their rivals beat them to the punch. Probably not the best thing for the party's reputation.</p><p></p><p>In the Underdark campaign we recently finished, a large part of the campaign was spent a significant amount of time and resources bolstering the defenses of a trading settlement against a coming mind flayer invasion. As the campaign was coming to a head, we became side-tracked by quests of personal interest. In fairness, we thought we still had a little more time before the mind flayer attack, but while we were doing our own thing the mind flayers invaded. While the town technically managed to rebuff the attack due to it's highly defensible position and the defenses we'd procured for it, the majority of the citizens and leadership were either killed or scattered. Though we ultimately did manage to hunt down and cut off the head of the army, ours was a pyrrhic victory at best. </p><p></p><p>I can see how you wouldn't consider this style of campaign a time limit, but I definitely do think of it as such. In fact, I consider it the best way to implement a time limit. You might distinguish it as setting soft time limits rather than hard time limits. The party can dally as much as it wants, but logical consequences will result. While something like an adventure where you have x time to rescue the hostages before they are executed is perfectly fine, it's not something that necessarily applies to every adventure. Conversely, a dynamic world is always applicable and generates greater depth and immersion for the campaign.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6936521, member: 53980"] I never said anyone had accused me of being bad. I simply offered two reasonable explanations. Either I am "bad" at playing casters (even if the definition of "bad" is merely "less than exemplary"), or I'm not "bad" but have good DMs who don't break a sweat challenging a "good" caster. They're both equally viable as explanations, although I know which one I favor. :) Having a dynamic world where stuff happens even when the PCs aren't around is the best solution to the 5MWD there is, IMO. The PCs stick their noses in the dungeon, kill a few monsters and then withdraw to camp? Unless the dungeon denizens are extremely disorganized, or the PCs somehow manage to be extremely surreptitious the inhabitants are likely to take notice. If they think they can handle the party, they might hunt them down and attack them while they sleep (or whenever the duration of Tiny Hut expires). If not, they may take their treasure and leave. The PCs might be able to catch up with them if they hurry, but it's possible they'll be waylaid by an even stronger force before the PCs can reach them. Now the PCs are hunting an unknown enemy even more powerful than the original. The PCs want to take a long rest after every random encounter on their way to slay a powerful monster? That monster might use that time to kill innocents, and now the PCs are at least partly responsible for the loss of those lives. Or perhaps their rivals beat them to the punch. Probably not the best thing for the party's reputation. In the Underdark campaign we recently finished, a large part of the campaign was spent a significant amount of time and resources bolstering the defenses of a trading settlement against a coming mind flayer invasion. As the campaign was coming to a head, we became side-tracked by quests of personal interest. In fairness, we thought we still had a little more time before the mind flayer attack, but while we were doing our own thing the mind flayers invaded. While the town technically managed to rebuff the attack due to it's highly defensible position and the defenses we'd procured for it, the majority of the citizens and leadership were either killed or scattered. Though we ultimately did manage to hunt down and cut off the head of the army, ours was a pyrrhic victory at best. I can see how you wouldn't consider this style of campaign a time limit, but I definitely do think of it as such. In fact, I consider it the best way to implement a time limit. You might distinguish it as setting soft time limits rather than hard time limits. The party can dally as much as it wants, but logical consequences will result. While something like an adventure where you have x time to rescue the hostages before they are executed is perfectly fine, it's not something that necessarily applies to every adventure. Conversely, a dynamic world is always applicable and generates greater depth and immersion for the campaign. [/QUOTE]
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