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General Tabletop Discussion
*Dungeons & Dragons
Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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<blockquote data-quote="Delazar" data-source="post: 6836531" data-attributes="member: 71130"><p>Really curious to see how this goes, but re-reading the "aim" of this test, I cannot see how this can ever work to all parties' satisfaction., or even how this can be in any way conclusive.</p><p></p><p>I mean, when I read about Celtavian's party, I have this image of a swat team carefully planning their actions, scouting ahead, gathering info. Mind you, all things that make a lot of sense, and kudos to them.</p><p></p><p>But when I think about the party I DM, they're more like "ok DM, what's today's quest? Evil wizard in a tower? Sure, let's go knocking at his door! Chaaaaarge!"</p><p></p><p>When we play Birthright, they're more careful and plan a bit more, probably because they feel that the "mood" of the game is more "Game-of-thrones-y", but it's very rare to see them use divination spells on the enemy, set an ambush, or even build their characters to sinergize with other party members. Once they have at least one tank and one healer, they feel good to go!</p><p></p><p>So now I wonder, the encounter building guidelines, who are they written for? I understand the designers are professionals, but I don't think they found the magic formula to encompass all styles of play. And I believe that when in doubt, they probably erred on the side of "let's make it a bit easier, to make sure PCs don't get slaughtered".</p><p></p><p>Well, still curious to see how this pans out, best of luck to all involved!</p></blockquote><p></p>
[QUOTE="Delazar, post: 6836531, member: 71130"] Really curious to see how this goes, but re-reading the "aim" of this test, I cannot see how this can ever work to all parties' satisfaction., or even how this can be in any way conclusive. I mean, when I read about Celtavian's party, I have this image of a swat team carefully planning their actions, scouting ahead, gathering info. Mind you, all things that make a lot of sense, and kudos to them. But when I think about the party I DM, they're more like "ok DM, what's today's quest? Evil wizard in a tower? Sure, let's go knocking at his door! Chaaaaarge!" When we play Birthright, they're more careful and plan a bit more, probably because they feel that the "mood" of the game is more "Game-of-thrones-y", but it's very rare to see them use divination spells on the enemy, set an ambush, or even build their characters to sinergize with other party members. Once they have at least one tank and one healer, they feel good to go! So now I wonder, the encounter building guidelines, who are they written for? I understand the designers are professionals, but I don't think they found the magic formula to encompass all styles of play. And I believe that when in doubt, they probably erred on the side of "let's make it a bit easier, to make sure PCs don't get slaughtered". Well, still curious to see how this pans out, best of luck to all involved! [/QUOTE]
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Test of High Level 5E: Design 4 or 5 lvl 13 PCs for 6 to 8 encounter adventuring day
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