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Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6859652" data-attributes="member: 6787650"><p>Okay. Since the sentence you quoted mentioned both AD&D and 5E I wasn't sure which one you meant. I guessed "AD&D" but apparently I guessed wrong.</p><p></p><p></p><p></p><p>Really? Optimizing for survival should be the party's top priority in my opinion. The single biggest reason I avoid dwarves and halflings in 5E is because of their slow movement rate. There are ways to overcome it (e.g. Longstrider or a good horse) but just seeing a substandard movement rate on my character sheet twigs my wargamer/powergamer instincts: "Danger, Will Robinson! Danger!" Most casualties are suffered <em>after</em> an army routs, so being able to swiftly pursue and mop up the shattered remnants is the best way to make sure they don't reform and regroup later on. Conversely, being good at retreating in an orderly fashion is a vital advantage when you're facing unknown odds.</p><p></p><p>And even if the rest of the party didn't optimize for it, you can <em>still</em> do things to help run away. Three of the most obvious are: (1) cast Longstrider IV, which increases everyone's movement by 10' for one hour; (2) Use Arcane Eye to scout ahead and run away from anything that looks too tough for you before it knows you're there; (3) cast Wall of Force when you get in a losing fight and then book it for the exits.</p><p></p><p></p><p></p><p>Aren't Expeditious Retreat/Rope Trick/Wall of Force/Cunning Action/Mobile/Longstrider/Phantom Steed/Find Steed/wood elves/grappling/dodging/chokepoints/wall running/monks/Haste known quantities? I probably missed some. 5E is D&D: Mobility Edition.</p><p></p><p>"The fault, dear Brutus, is not in our stars, but in ourselves."</p><p></p><p>I see two ways forward for you: either threaten your players with potential TPK a few times (i.e. introduce high variance on potential deadliness, such as a random encounter table with both kobolds and beholders on it), or showcase a few humanoid opponents who are prepared to retreat when things go south. There's nothing that frustrates a player more than killing only 5 of the 18 goblins that jumped the party because the rest effectively hid/fled, especially if he knows that he's just going to have to fight those other 13 goblins at some point. If you run enemies that way, and then the players are <em>still</em> unprepared to run away when negotiations with the Death Knight go sour and he opens fire, at least it will be on their own heads.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6859652, member: 6787650"] Okay. Since the sentence you quoted mentioned both AD&D and 5E I wasn't sure which one you meant. I guessed "AD&D" but apparently I guessed wrong. Really? Optimizing for survival should be the party's top priority in my opinion. The single biggest reason I avoid dwarves and halflings in 5E is because of their slow movement rate. There are ways to overcome it (e.g. Longstrider or a good horse) but just seeing a substandard movement rate on my character sheet twigs my wargamer/powergamer instincts: "Danger, Will Robinson! Danger!" Most casualties are suffered [I]after[/I] an army routs, so being able to swiftly pursue and mop up the shattered remnants is the best way to make sure they don't reform and regroup later on. Conversely, being good at retreating in an orderly fashion is a vital advantage when you're facing unknown odds. And even if the rest of the party didn't optimize for it, you can [I]still[/I] do things to help run away. Three of the most obvious are: (1) cast Longstrider IV, which increases everyone's movement by 10' for one hour; (2) Use Arcane Eye to scout ahead and run away from anything that looks too tough for you before it knows you're there; (3) cast Wall of Force when you get in a losing fight and then book it for the exits. Aren't Expeditious Retreat/Rope Trick/Wall of Force/Cunning Action/Mobile/Longstrider/Phantom Steed/Find Steed/wood elves/grappling/dodging/chokepoints/wall running/monks/Haste known quantities? I probably missed some. 5E is D&D: Mobility Edition. "The fault, dear Brutus, is not in our stars, but in ourselves." I see two ways forward for you: either threaten your players with potential TPK a few times (i.e. introduce high variance on potential deadliness, such as a random encounter table with both kobolds and beholders on it), or showcase a few humanoid opponents who are prepared to retreat when things go south. There's nothing that frustrates a player more than killing only 5 of the 18 goblins that jumped the party because the rest effectively hid/fled, especially if he knows that he's just going to have to fight those other 13 goblins at some point. If you run enemies that way, and then the players are [I]still[/I] unprepared to run away when negotiations with the Death Knight go sour and he opens fire, at least it will be on their own heads. [/QUOTE]
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