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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="Celtavian" data-source="post: 6836896" data-attributes="member: 5834"><p>D&D has always been easily modifiable to suit a lot of different styles. That's why it is the big daddy of the fantasy gaming genre. No game system is perfectly compatible with everyone's tastes. It's always about finding a system that fits a high percentage of what you want to do and playability is very important as well. </p><p></p><p>I don't see why you worry about questions about the game system. It's not perfect. Why assume it is? There are flaws in the system. Some of us are pointing out those flaws and modifying accordingly. There has never bee and will never be a flawless D&D system. There will always be choices that are overpowered, underpowered, or middle of the road. Players will vet them accordingly. Criticizing a game system in no way means you hate the system. You're just pointing out problems that occur if the game is played a certain way. Min-maxers that focus on mechanics happen to find these problems far more often than groups that don't look for ways to maximize their PC effectiveness in the game.</p><p></p><p>I looked at some of the parties you run. My group wouldn't be caught dead playing such a suboptimal mix of classes with suboptimal power choices. This is how you choose to play. This makes it easier for you design challenges for those types of groups because they are not seeking to maximize their individual and group effectiveness. This doesn't mean that the way you play is somehow appropriate to the game system. Just like the way my groups plays doesn't make them appropriate to the game system. Just means you find less of the ugly warts on the game system and thus don't need to modify as much because you don't have a group that is looking to maximize every combination.</p><p></p><p>Then again this may just be semantics. What I consider easy and what you consider easy may be very different as well. Perception colors opinion. I ran the Droki encounter I showed you against the party. I dropped one party member. Almost killed three more and dropped a fourth to half hit points. Effectively neutralized the archer, though I didn't damage him much. It still didn't quite feel deadly enough for my tastes. This was one encounter with the group novaing with nearly full resources. I'm not sure how others would feel about that encounter. Is the result equal to the Deadly threshold or only hard? I don't know. Seemed too soft to me. How many people have to be near death to be a Deadly Encounter? I met the threshold of a few characters near death or falling. Is that deadly or only hard? That might be another debate.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6836896, member: 5834"] D&D has always been easily modifiable to suit a lot of different styles. That's why it is the big daddy of the fantasy gaming genre. No game system is perfectly compatible with everyone's tastes. It's always about finding a system that fits a high percentage of what you want to do and playability is very important as well. I don't see why you worry about questions about the game system. It's not perfect. Why assume it is? There are flaws in the system. Some of us are pointing out those flaws and modifying accordingly. There has never bee and will never be a flawless D&D system. There will always be choices that are overpowered, underpowered, or middle of the road. Players will vet them accordingly. Criticizing a game system in no way means you hate the system. You're just pointing out problems that occur if the game is played a certain way. Min-maxers that focus on mechanics happen to find these problems far more often than groups that don't look for ways to maximize their PC effectiveness in the game. I looked at some of the parties you run. My group wouldn't be caught dead playing such a suboptimal mix of classes with suboptimal power choices. This is how you choose to play. This makes it easier for you design challenges for those types of groups because they are not seeking to maximize their individual and group effectiveness. This doesn't mean that the way you play is somehow appropriate to the game system. Just like the way my groups plays doesn't make them appropriate to the game system. Just means you find less of the ugly warts on the game system and thus don't need to modify as much because you don't have a group that is looking to maximize every combination. Then again this may just be semantics. What I consider easy and what you consider easy may be very different as well. Perception colors opinion. I ran the Droki encounter I showed you against the party. I dropped one party member. Almost killed three more and dropped a fourth to half hit points. Effectively neutralized the archer, though I didn't damage him much. It still didn't quite feel deadly enough for my tastes. This was one encounter with the group novaing with nearly full resources. I'm not sure how others would feel about that encounter. Is the result equal to the Deadly threshold or only hard? I don't know. Seemed too soft to me. How many people have to be near death to be a Deadly Encounter? I met the threshold of a few characters near death or falling. Is that deadly or only hard? That might be another debate. [/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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