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They were all dead. The final arrow was an exclamation mark on everything that had led to this point.
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<blockquote data-quote="Lanefan" data-source="post: 9455868" data-attributes="member: 29398"><p>All good for adventuring PCs, but how does this work for commoners (do they get more h.p. as well?) and low-grade monsters?</p><p></p><p>I ask because if you have to also up the h.p. of low-grade monsters (as in yer basic Goblins, Kobolds, etc.) in order to make them a viable threat even just to very low-level adventurers, the result is just power creep to no good purpose.</p><p></p><p>It's the piece in quotation marks there where things run aground for me: the attitude that it's really annoying or bothersome to spend that time. How did we get to the point where spending that time is annoying rather than fun?</p><p></p><p>Which only serves to speed up the weeding-out process the game goes through anyway.</p><p></p><p>The funnel solution could work OK in 3e if its char-gen was a whole lot simpler. It crashes in 5e because it's so much harder for characters to actually die.</p><p></p><p>On this we agree.</p><p></p><p>What this does, though, is make it all very predictable for the DM...which while it might be your desired result, also means it's far less fun for the DM.</p><p></p><p>The whole point of having and using dice is to make the outcomes somewhat random. The players have means at their disposal to influence the odds in their favour (that's where player skill comes in), but player skill also includes knowing when to cut and run (even if it means sacrificing a party member or two), knowing when to talk instead of fight, and knowing how and when stealth is the better approach.</p><p></p><p>It's on the DM to provide challenges, of a more useful and interactive nature than "rocks fall, everyone dies"; but IMO it's not on the DM to tune it nearly as finely as what you propose here. As DM, you (or the module you're running) throw the challenge out there and let them make what they will - or can - of it.</p><p></p><p>Teaching, yes. Tools - well, I'm not so sure about that; in that it would become all too easy to become reliant on said tools* rather than learning how to do it by feel (which is a learned DM skill); and in the hands of a rookie a 5-dollar hammer does just as good a job of thumb-mashing as a $250 Multi-Directional Impact Generator.</p><p></p><p>* - to wit, every time someone complains about the CR system in any WotC edition it speaks to an attempt to rely on a system that is, at very most, just a vague guideline not unlike "monster level" in the 1e DMG.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9455868, member: 29398"] All good for adventuring PCs, but how does this work for commoners (do they get more h.p. as well?) and low-grade monsters? I ask because if you have to also up the h.p. of low-grade monsters (as in yer basic Goblins, Kobolds, etc.) in order to make them a viable threat even just to very low-level adventurers, the result is just power creep to no good purpose. It's the piece in quotation marks there where things run aground for me: the attitude that it's really annoying or bothersome to spend that time. How did we get to the point where spending that time is annoying rather than fun? Which only serves to speed up the weeding-out process the game goes through anyway. The funnel solution could work OK in 3e if its char-gen was a whole lot simpler. It crashes in 5e because it's so much harder for characters to actually die. On this we agree. What this does, though, is make it all very predictable for the DM...which while it might be your desired result, also means it's far less fun for the DM. The whole point of having and using dice is to make the outcomes somewhat random. The players have means at their disposal to influence the odds in their favour (that's where player skill comes in), but player skill also includes knowing when to cut and run (even if it means sacrificing a party member or two), knowing when to talk instead of fight, and knowing how and when stealth is the better approach. It's on the DM to provide challenges, of a more useful and interactive nature than "rocks fall, everyone dies"; but IMO it's not on the DM to tune it nearly as finely as what you propose here. As DM, you (or the module you're running) throw the challenge out there and let them make what they will - or can - of it. Teaching, yes. Tools - well, I'm not so sure about that; in that it would become all too easy to become reliant on said tools* rather than learning how to do it by feel (which is a learned DM skill); and in the hands of a rookie a 5-dollar hammer does just as good a job of thumb-mashing as a $250 Multi-Directional Impact Generator. * - to wit, every time someone complains about the CR system in any WotC edition it speaks to an attempt to rely on a system that is, at very most, just a vague guideline not unlike "monster level" in the 1e DMG. [/QUOTE]
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Community
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They were all dead. The final arrow was an exclamation mark on everything that had led to this point.
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