Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Should D&D Be "Hard"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="EzekielRaiden" data-source="post: 9088225" data-attributes="member: 6790260"><p>Okay. <em>Maybe</em> that means your players don't actually want to play the kind of game you are trying to run?</p><p></p><p>I legit do not get this response. If the players are complaining, <em>maybe</em> it is because you're doing something that doesn't fit the group!</p><p></p><p></p><p>If we were talking about <em>subsystems,</em> maybe. But even then, removing is often just as hard, you've just ignored the <em>why</em> of it.</p><p></p><p>Cut out short rests. Suddenly most of the game <em>breaks.</em> Cut out hit dice. Suddenly there's a third less healing. Cut out bonus actions. Etc., etc. Removing subsystems is quite risky, Jenga-style.</p><p></p><p>But the actual thing that makes encounters difficult is <em>monster design,</em> not subsystems. Adding new features to monsters to make them hard is often a trivial task. Double their damage. Done! But taking brutally hard monsters and generating a set that are reasonable but NOT trivial? Extremy difficult.</p><p></p><p>Adding <em>well-balanced</em> is very difficult. Adding "piss easy," sure, but that is boring and no one really wants that. Adding brutally hard monsters isn't difficult at all. Adding brutally hard monsters with a puzzle solution, likewise easy (trolls are not some monumentally impressive feat of game design.)</p><p></p><p></p><p>IME, this is far from true. Because players want the challenge types present: combat (with both brute damage and more complex traps/magic/terrain to deal with), exploration (ditto, but also fatigue and resources), socialization, puzzles, moral/ethical quandaries, etc.</p><p></p><p>But they want these things in such a way that it is <em>reasonably</em> likely they will succeed if they (a) make smart decisions, (b) pay attention to their surroundings, and (c) exploit their resources (abilities, equipment, teamwork, environs) effectively. Every group I've played in has recognized that sometimes all of that just won't be enough, and beating a retreat is necessary, <em>even in games people accuse of being too easy.</em></p><p></p><p>And I absolutely stand by the claim that getting that delicate bal—er, <em>equilibrium</em> JUST right is a very hard design problem.</p><p>You have to tweak and adjust and test, test, test until things work out <em>just right</em> so the challenge is true but not overwhelming, such that variance allows the <em>real possibility</em> of failure but in the long run a relatively low actual failure rate.</p><p></p><p>Adding stuff which breaks this delicate bal—<em>equilibrium</em> is easy. Building this delicate <em>equilibrium</em> yourself is stupidly hard. Believe me, I would know; I tried to do so with 3.5e. It was beyond me...and beyond every 3.5e/PF1e DM I ever played with.</p><p></p><p></p><p>And yet nearly all of the brutally hard monsters remain. All of the "welp, looks like that's a crit. Hope you don't instantly die" is still there. All the <em>many, MANY</em> save-or-die spells are still there. The ear seekers. Etc., etc.</p><p></p><p></p><p>Good thing you don't need to, because you already know they could exist!</p><p></p><p></p><p>Oh, awesome, you found the inarguable objective definition of D&D that everyone should be beholden to! Can I see it? Where did you find it?</p><p></p><p>Seriously Lanefan, I respect you too much tk believe you meant this. You <em>literally</em> just said the One True Way of D&D is zero-to-hero. You <em>definitely</em> know better than that.</p><p></p><p></p><p>A first level 5e character can (with the "right" choice of class) die outright in a single hit from a single low-level (IIRC CR1?) enemy. Even if they don't die outright, a single hit can bring even a Fighter to Dying, <em>without</em> being a crit. That, as far as I'm concerned, is being an incompetent rube at <em>adventuring.</em></p><p></p><p>Going off to do something so unbelievably deadly when you literally don't even have the ability to survive two attacks, attacks that are <em>quite likely to hit you,</em> is eithet the height of stupidity, or reflects starting on something <em>long</em> before you have achieved even the most limited form of competence.</p><p></p><p>So yeah. I stand by that too. First-level 5e characters <em>are</em> incompetent rubes. Some folks want to play that. That's fine. That's what "zero" means to them, and more power to them.</p><p></p><p>I should not be <em>shackled</em> to that.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9088225, member: 6790260"] Okay. [I]Maybe[/I] that means your players don't actually want to play the kind of game you are trying to run? I legit do not get this response. If the players are complaining, [I]maybe[/I] it is because you're doing something that doesn't fit the group! If we were talking about [I]subsystems,[/I] maybe. But even then, removing is often just as hard, you've just ignored the [I]why[/I] of it. Cut out short rests. Suddenly most of the game [I]breaks.[/I] Cut out hit dice. Suddenly there's a third less healing. Cut out bonus actions. Etc., etc. Removing subsystems is quite risky, Jenga-style. But the actual thing that makes encounters difficult is [I]monster design,[/I] not subsystems. Adding new features to monsters to make them hard is often a trivial task. Double their damage. Done! But taking brutally hard monsters and generating a set that are reasonable but NOT trivial? Extremy difficult. Adding [I]well-balanced[/I] is very difficult. Adding "piss easy," sure, but that is boring and no one really wants that. Adding brutally hard monsters isn't difficult at all. Adding brutally hard monsters with a puzzle solution, likewise easy (trolls are not some monumentally impressive feat of game design.) IME, this is far from true. Because players want the challenge types present: combat (with both brute damage and more complex traps/magic/terrain to deal with), exploration (ditto, but also fatigue and resources), socialization, puzzles, moral/ethical quandaries, etc. But they want these things in such a way that it is [I]reasonably[/I] likely they will succeed if they (a) make smart decisions, (b) pay attention to their surroundings, and (c) exploit their resources (abilities, equipment, teamwork, environs) effectively. Every group I've played in has recognized that sometimes all of that just won't be enough, and beating a retreat is necessary, [I]even in games people accuse of being too easy.[/I] And I absolutely stand by the claim that getting that delicate bal—er, [I]equilibrium[/I] JUST right is a very hard design problem. You have to tweak and adjust and test, test, test until things work out [I]just right[/I] so the challenge is true but not overwhelming, such that variance allows the [I]real possibility[/I] of failure but in the long run a relatively low actual failure rate. Adding stuff which breaks this delicate bal—[I]equilibrium[/I] is easy. Building this delicate [I]equilibrium[/I] yourself is stupidly hard. Believe me, I would know; I tried to do so with 3.5e. It was beyond me...and beyond every 3.5e/PF1e DM I ever played with. And yet nearly all of the brutally hard monsters remain. All of the "welp, looks like that's a crit. Hope you don't instantly die" is still there. All the [I]many, MANY[/I] save-or-die spells are still there. The ear seekers. Etc., etc. Good thing you don't need to, because you already know they could exist! Oh, awesome, you found the inarguable objective definition of D&D that everyone should be beholden to! Can I see it? Where did you find it? Seriously Lanefan, I respect you too much tk believe you meant this. You [I]literally[/I] just said the One True Way of D&D is zero-to-hero. You [I]definitely[/I] know better than that. A first level 5e character can (with the "right" choice of class) die outright in a single hit from a single low-level (IIRC CR1?) enemy. Even if they don't die outright, a single hit can bring even a Fighter to Dying, [I]without[/I] being a crit. That, as far as I'm concerned, is being an incompetent rube at [I]adventuring.[/I] Going off to do something so unbelievably deadly when you literally don't even have the ability to survive two attacks, attacks that are [I]quite likely to hit you,[/I] is eithet the height of stupidity, or reflects starting on something [I]long[/I] before you have achieved even the most limited form of competence. So yeah. I stand by that too. First-level 5e characters [I]are[/I] incompetent rubes. Some folks want to play that. That's fine. That's what "zero" means to them, and more power to them. I should not be [I]shackled[/I] to that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should D&D Be "Hard"
Top