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General Tabletop Discussion
*Dungeons & Dragons
The new playtest Exhaustion rules has already fixed the exploration pillar a lot.
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<blockquote data-quote="DEFCON 1" data-source="post: 8796830" data-attributes="member: 7006"><p>Obviously I can't dispute your findings at your table... but those are quite a bit different than what I see at my own.</p><p></p><p>First off the front-line fighters never seem to have any issue being in melee range, because monsters more often than not rush to get into combat just as much as the PCs do. And if a frontline warrior is wailing away on a creature... another one will be running up to assist / take over. So I rarely see situations where a frontline warrior only moving 15' per round during combat is having such a hardship (excluding special situation combats where yes, the enemies keep themselves at range, but those are rare occurrences because most monsters are melee focused.)</p><p></p><p>For the ranged attackers... usually they are rangers and dexterity fighters-- and they have more than enough hit points that they SHOULD be taking hits from melee warriors that rush up to them quite frankly. Too many times those players act like their characters are as fragile as weakened wizards are, wherein case in point they are just as hardy as the folks up front and they would do well to absorb some of the damage rather make the tank do all the work. Running away is far down on the list of things those PCs should be doing as far as I'm concerned, LOL. And I didn't even mention the Rogue... who have Cunning Action to Hide/Dash/Disengage at their disposal to reduce their issues moving at half speed. And for spellcasters... using their spells to get away from attacks is something they have to deal with all the time anyway... so while they aren't moving as far as they normally would... getting engaged is something usually they are prepped for.</p><p></p><p>But of course... I'm sure in other games like your own it's probably the opposite. (Just like wherein my own games having Level 1 be Disadvantage on Ability Checks is the absolutely suckiest things there is because it pretty much destroys the good time of the player stuck with it all the time outside of combat... since skills and ability checks are the bread and butter of the gameplay experience at my table-- whereas other tables who rarely roll checks probably doesn't bother them at all.)</p><p></p><p>But this is why I just reworked the order of my Exhaustion table to move Half speed up and Disad on ability checks down... to fix it to work better at mine. I'm sure at other tables another re-ordering could work out better for them.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8796830, member: 7006"] Obviously I can't dispute your findings at your table... but those are quite a bit different than what I see at my own. First off the front-line fighters never seem to have any issue being in melee range, because monsters more often than not rush to get into combat just as much as the PCs do. And if a frontline warrior is wailing away on a creature... another one will be running up to assist / take over. So I rarely see situations where a frontline warrior only moving 15' per round during combat is having such a hardship (excluding special situation combats where yes, the enemies keep themselves at range, but those are rare occurrences because most monsters are melee focused.) For the ranged attackers... usually they are rangers and dexterity fighters-- and they have more than enough hit points that they SHOULD be taking hits from melee warriors that rush up to them quite frankly. Too many times those players act like their characters are as fragile as weakened wizards are, wherein case in point they are just as hardy as the folks up front and they would do well to absorb some of the damage rather make the tank do all the work. Running away is far down on the list of things those PCs should be doing as far as I'm concerned, LOL. And I didn't even mention the Rogue... who have Cunning Action to Hide/Dash/Disengage at their disposal to reduce their issues moving at half speed. And for spellcasters... using their spells to get away from attacks is something they have to deal with all the time anyway... so while they aren't moving as far as they normally would... getting engaged is something usually they are prepped for. But of course... I'm sure in other games like your own it's probably the opposite. (Just like wherein my own games having Level 1 be Disadvantage on Ability Checks is the absolutely suckiest things there is because it pretty much destroys the good time of the player stuck with it all the time outside of combat... since skills and ability checks are the bread and butter of the gameplay experience at my table-- whereas other tables who rarely roll checks probably doesn't bother them at all.) But this is why I just reworked the order of my Exhaustion table to move Half speed up and Disad on ability checks down... to fix it to work better at mine. I'm sure at other tables another re-ordering could work out better for them. [/QUOTE]
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The new playtest Exhaustion rules has already fixed the exploration pillar a lot.
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