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The problem with 5e
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<blockquote data-quote="tetrasodium" data-source="post: 8140947" data-attributes="member: 93670"><p>[USER=6687260]@Don Durito[/USER] ""PCs should be able to handle about 6-8 medium hard encounters per long rest - so stock a dungeon with 12-14," is heading into megadungeon territory. People use a smaller number because what you suggest will take so many sessions that nobody remembers what was going on a month ago when they went in. Your missing the importance of meaningful damage type choices beyond "(non)magical bludgeoning piercing or slashing" there were a couple big benefits to the game health</p><ul> <li data-xf-list-type="ul">[USER=7027993]@GigawattWarlock[/USER] said this earlier <em>"No matter how terrifying the enemy sounds, players charge headlong into danger. "Giant epic dragon? No problem, I run straight at it and attack with my sword." I want my players to feel powerful and confident at times and terrified at other times.". </em>Those damage type resistances allowed creatures to give players pause without being so dangerous that they need to be the bbeg. Those creatures keeping them on their toes meant that any encounter's makeup could matter enough to make being a little careful first a reasonable default stance for the party to take.</li> <li data-xf-list-type="ul">They can throw the party off their routine and make an otherwise easy encounter have some need of work/risk. Maybe the big damage PC needs to tank some less than optimal choices & the pc normally tanking needs to beatdown those skeletons feeling pretty good about his choice of mace over longsword or vice versa if zombies<ul> <li data-xf-list-type="ul">At later levels weapon material/alignment allowed distinction between the damage dealers who hit it hard & everyone else who just hit it lots as hitting it lots but have other areas of expertise like acurac & other abilities is going to be impacted to a greater degree. in 5e you lack that sort of distinction & lack the build options needed to eally support them as distinct paths for a pc to build down.</li> <li data-xf-list-type="ul">If that material/alignment based dr creature is a rare one off to shake things up then no big deal & no need to get equipment for it, If that is going to be a common thing then it means that you don't need to replace your treasured plus five holy avenger (or whatever)with a plus six one& will be happy just getting +0 or +1... in 5e irs literally +1 +2 +3 +4 with basically no room for laterally improved equipment<ul> <li data-xf-list-type="ul">"but then you have a gold bag of weapons!" yes good, look at this thread... [USER=7026827]@embee[/USER] earlier said <em>" now you have PCs running around with a ton of money because there is nothing to buy. Nothing to buy except for... healing potions." or this:</em><br /> </li> </ul></li> </ul></li> </ul><p>[USER=4881]@Sabathius42[/USER] I remember playing 3.5 with the 40 different magic doodads too. we all agred clw wand spam was detrimental & just limited their availability on the istificatom of "yea there's crazy high demand for em when they are crafted" so we would treasure them & try to only use them in desperate emergencies when we had no other choice</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8140947, member: 93670"] [USER=6687260]@Don Durito[/USER] ""PCs should be able to handle about 6-8 medium hard encounters per long rest - so stock a dungeon with 12-14," is heading into megadungeon territory. People use a smaller number because what you suggest will take so many sessions that nobody remembers what was going on a month ago when they went in. Your missing the importance of meaningful damage type choices beyond "(non)magical bludgeoning piercing or slashing" there were a couple big benefits to the game health [LIST] [*][USER=7027993]@GigawattWarlock[/USER] said this earlier [I]"No matter how terrifying the enemy sounds, players charge headlong into danger. "Giant epic dragon? No problem, I run straight at it and attack with my sword." I want my players to feel powerful and confident at times and terrified at other times.". [/I]Those damage type resistances allowed creatures to give players pause without being so dangerous that they need to be the bbeg. Those creatures keeping them on their toes meant that any encounter's makeup could matter enough to make being a little careful first a reasonable default stance for the party to take. [*]They can throw the party off their routine and make an otherwise easy encounter have some need of work/risk. Maybe the big damage PC needs to tank some less than optimal choices & the pc normally tanking needs to beatdown those skeletons feeling pretty good about his choice of mace over longsword or vice versa if zombies [LIST] [*]At later levels weapon material/alignment allowed distinction between the damage dealers who hit it hard & everyone else who just hit it lots as hitting it lots but have other areas of expertise like acurac & other abilities is going to be impacted to a greater degree. in 5e you lack that sort of distinction & lack the build options needed to eally support them as distinct paths for a pc to build down. [*]If that material/alignment based dr creature is a rare one off to shake things up then no big deal & no need to get equipment for it, If that is going to be a common thing then it means that you don't need to replace your treasured plus five holy avenger (or whatever)with a plus six one& will be happy just getting +0 or +1... in 5e irs literally +1 +2 +3 +4 with basically no room for laterally improved equipment [LIST] [*]"but then you have a gold bag of weapons!" yes good, look at this thread... [USER=7026827]@embee[/USER] earlier said [I]" now you have PCs running around with a ton of money because there is nothing to buy. Nothing to buy except for... healing potions." or this:[/I] [/LIST] [/LIST] [/LIST] [USER=4881]@Sabathius42[/USER] I remember playing 3.5 with the 40 different magic doodads too. we all agred clw wand spam was detrimental & just limited their availability on the istificatom of "yea there's crazy high demand for em when they are crafted" so we would treasure them & try to only use them in desperate emergencies when we had no other choice [/QUOTE]
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