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Tell me about 5E at 11th level
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6833959" data-attributes="member: 6701872"><p>That's a very strange thing to think given the huge flaws in some prior edition's game math that are entirely not present in 5th edition or are significantly reduced (i.e. there is no more "rocket tag" because of the game math, and no more "welcome to high-level where the game math assumes you pumped everything you could into your combat stats, and if you didn't gives you less chance of success against relevant threats than you had at 1st level", even though there is still a reduced version of the old "if it's enough damage to put some fear of death in the fighter-types, it probably took the mage-types out of play in as much time."</p><p></p><p>What you point to here is an example of a high-level combo being utilized and being potent - not that it is more potent than intended, too potent for the game to actually remain fun and playable during and after the usage of without more effort that normal from the DM, or that this is going to happen whether you do it on purpose or not.</p><p></p><p>It is thereby not a piece of evidence suggesting the game breaks, but may be a piece of evidence that your expectations of the game do not match what the game expects you to be expecting by its design.</p><p></p><p>Especially glaring in this case are that the "solution" to the proposed broken combo is this: have the party face high-level threats. Because high-level threats often have high-enough AC that the GWM/SS feat are mathematically not improving expected damage, and also possess things like dispel magic and antimagic which means foresight isn't the "always win button" I've seen some folks make it out to be.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6833959, member: 6701872"] That's a very strange thing to think given the huge flaws in some prior edition's game math that are entirely not present in 5th edition or are significantly reduced (i.e. there is no more "rocket tag" because of the game math, and no more "welcome to high-level where the game math assumes you pumped everything you could into your combat stats, and if you didn't gives you less chance of success against relevant threats than you had at 1st level", even though there is still a reduced version of the old "if it's enough damage to put some fear of death in the fighter-types, it probably took the mage-types out of play in as much time." What you point to here is an example of a high-level combo being utilized and being potent - not that it is more potent than intended, too potent for the game to actually remain fun and playable during and after the usage of without more effort that normal from the DM, or that this is going to happen whether you do it on purpose or not. It is thereby not a piece of evidence suggesting the game breaks, but may be a piece of evidence that your expectations of the game do not match what the game expects you to be expecting by its design. Especially glaring in this case are that the "solution" to the proposed broken combo is this: have the party face high-level threats. Because high-level threats often have high-enough AC that the GWM/SS feat are mathematically not improving expected damage, and also possess things like dispel magic and antimagic which means foresight isn't the "always win button" I've seen some folks make it out to be. [/QUOTE]
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