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General Tabletop Discussion
*Dungeons & Dragons
Should D&D Be "Hard"
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<blockquote data-quote="Lanefan" data-source="post: 9088638" data-attributes="member: 29398"><p>Not at all. It's the players' job to try to make things easier for themselves, regardless of how easy (or not) they already are.</p><p></p><p>In almost any situation in life, a typical person is going to be glad if something gets easier than it was and annoyed if it gets harder. That's human nature.</p><p></p><p>Cut out short rests and cut out a few classes that rely on them, the knock-on effects wouldn't be bad. A third less healing is still too much; two-thirds less would be more like it.</p><p></p><p>But yes, no argument from me that knock-on effects are something to watch out for.</p><p></p><p>If doubling their damage is all it takes to make them brutally difficult then halving their damage should be all it takes to make them trivially easy.</p><p></p><p>And before going further I should probably remind you that I don't much care about encounter balance in general - if they curb-stomp one set of pushover foes then next day get stomped by a bunch of badasses because they didn't run away, so be it.</p><p></p><p>This almost seems like you're saying players want the illusion of significant challenge rather than the reality of it, which is fine for exactly as long as it takes the players to see through the illusion. And IME players are pretty good at seeing through illusions.</p><p></p><p>By RAW 1e doesn't have crits. Other than that, the changes I suggested made it easier. Ear seekers (which I'm not sure I've ever DMed in my life) would go on the same pile as Rust Monsters. Save-or-die can be made save-or-sleep. Etc. What I'm saying is that these are trivially easy changes for a DM to make with few if any knock-on effects elsewhere in the rules.</p><p></p><p>That said, these aren't changes I'd want to make for my own game.</p><p></p><p>That's one One True Way I'm happy to defend.</p><p></p><p>To me first-level characters are the rough equivalent of high school baseball players with some talent, and you then play them up through college ball, low-A, A, AA, AAA, and finally get to the majors (in 1e the majors would equate to name level). And not everyone is going to be fit to make that journey, there'll be losses along the way for a variety of reasons.</p><p></p><p>As DM you can start your game at whatever level you see fit. The book, however, assumes a start at 1st level (and IMO could fit another level in there between commoner and 1st) and so that's what most DMs are naturally going to do.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9088638, member: 29398"] Not at all. It's the players' job to try to make things easier for themselves, regardless of how easy (or not) they already are. In almost any situation in life, a typical person is going to be glad if something gets easier than it was and annoyed if it gets harder. That's human nature. Cut out short rests and cut out a few classes that rely on them, the knock-on effects wouldn't be bad. A third less healing is still too much; two-thirds less would be more like it. But yes, no argument from me that knock-on effects are something to watch out for. If doubling their damage is all it takes to make them brutally difficult then halving their damage should be all it takes to make them trivially easy. And before going further I should probably remind you that I don't much care about encounter balance in general - if they curb-stomp one set of pushover foes then next day get stomped by a bunch of badasses because they didn't run away, so be it. This almost seems like you're saying players want the illusion of significant challenge rather than the reality of it, which is fine for exactly as long as it takes the players to see through the illusion. And IME players are pretty good at seeing through illusions. By RAW 1e doesn't have crits. Other than that, the changes I suggested made it easier. Ear seekers (which I'm not sure I've ever DMed in my life) would go on the same pile as Rust Monsters. Save-or-die can be made save-or-sleep. Etc. What I'm saying is that these are trivially easy changes for a DM to make with few if any knock-on effects elsewhere in the rules. That said, these aren't changes I'd want to make for my own game. That's one One True Way I'm happy to defend. To me first-level characters are the rough equivalent of high school baseball players with some talent, and you then play them up through college ball, low-A, A, AA, AAA, and finally get to the majors (in 1e the majors would equate to name level). And not everyone is going to be fit to make that journey, there'll be losses along the way for a variety of reasons. As DM you can start your game at whatever level you see fit. The book, however, assumes a start at 1st level (and IMO could fit another level in there between commoner and 1st) and so that's what most DMs are naturally going to do. [/QUOTE]
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