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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6859697" data-attributes="member: 6787650"><p>If you're asking me, I'll tell you to build in defense in depth, with a special emphasis on resilience in the face of bad luck and the ability to recover from tactical surprise. Not surprise in the D&D sense of "you cannot act on the first round of combat" but real, "surprise occurs in the mind of a commander" surprise like "this peaceful parlay in an abandoned hut just turned into a murderfest of teleporting demons." Some things you can't do anything about, and then you just have to die <u>hard</u>, but given the way 5E rules are and the patterns in the MM stats, one general guideline is that "nothing Dashes faster than 160' per round, and most things only Dash 60'" which leads directly to "control risk by being good at withdrawal/exfiltration; and you're pretty good at if you're able to run away at speeds exceeding 60'. Also try to be pretty good at hiding."</p><p></p><p>Let me ask you this: why <em>wouldn't</em> you build a retreat & exfiltration capability into a survival-oriented PC? There's so many ways to do it that you'd almost have to go out of your way to make <em>all</em> of them infeasible against MM-quality opposition.</p><p></p><p></p><p></p><p>I don't get it, Tony. There are many excellent ways to run away built into the combat system, and of course additional ways possible out of combat. You keep saying that your experience is that you can't run away effectively in 5E, but have you ever actually tried and failed in a way that wouldn't be fixed by a bit more advance planning?</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6859697, member: 6787650"] If you're asking me, I'll tell you to build in defense in depth, with a special emphasis on resilience in the face of bad luck and the ability to recover from tactical surprise. Not surprise in the D&D sense of "you cannot act on the first round of combat" but real, "surprise occurs in the mind of a commander" surprise like "this peaceful parlay in an abandoned hut just turned into a murderfest of teleporting demons." Some things you can't do anything about, and then you just have to die [U]hard[/U], but given the way 5E rules are and the patterns in the MM stats, one general guideline is that "nothing Dashes faster than 160' per round, and most things only Dash 60'" which leads directly to "control risk by being good at withdrawal/exfiltration; and you're pretty good at if you're able to run away at speeds exceeding 60'. Also try to be pretty good at hiding." Let me ask you this: why [I]wouldn't[/I] you build a retreat & exfiltration capability into a survival-oriented PC? There's so many ways to do it that you'd almost have to go out of your way to make [I]all[/I] of them infeasible against MM-quality opposition. I don't get it, Tony. There are many excellent ways to run away built into the combat system, and of course additional ways possible out of combat. You keep saying that your experience is that you can't run away effectively in 5E, but have you ever actually tried and failed in a way that wouldn't be fixed by a bit more advance planning? [/QUOTE]
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Thoughts of a 3E/4E powergamer on starting to play 5E
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