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TSR3 Throws In Towel, Rebrands Wonderfilled
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<blockquote data-quote="Steampunkette" data-source="post: 8334630" data-attributes="member: 6796468"><p>Meanwhile a google search for "5e how many rounds of combat" brings up a range of 2-5, with big fights being 7-8, 3-4 according to an ENWorld post that I didn't have anything to do with, meanwhile the RPGExchange had 4-5 rounds on their Boltzmann Distribution for an average.</p><p></p><p>Maybe your DM is throwing mostly "Easy" encounters, [USER=6780330]@Parmandur[/USER]? Not that that's a -bad- thing by any stretch of the imagination. But it could be part of the disconnect.</p><p></p><p>As to you, [USER=1210]@the Jester[/USER]: Even at 4 encounters per session that's 1.5 years of time playing once a week. STILL a massive time investment compared to the vagaries of life. </p><p></p><p>And yeah. Emergent Storylines tend to get resolved around the mid-levels for 2 reasons:</p><p></p><p>The emergence of the storyline tends to happen around levels 4-6. Before that it's mostly faffing about while the DM throws goblins and giant spiders at the party and then people start trying to find connections between the different things that have happened, including the DM, which then results in the story being found.</p><p></p><p>Then it's just a matter of spending 3-8 levels resolving that storyline which emerged from the chaos of everything that happened before.</p><p></p><p>If you're gonna keep growing stuff out of the chaos that's fine? Very <em>DBZ</em> of you and others who embrace that playstyle... But then what the heck do you need WotC For, anyhow?</p><p></p><p>How are such players EVER Underserved by WotC not releasing level 13-20 adventures that they'd ignore, anyhow, because it's not "Emergent"?</p><p></p><p>As to other systems: They exist. You just need to apply them to your problem. Take building an Army for example...</p><p></p><p>Just grab the "Running a Business" rules and go from there. Costs to maintain your "Business" can be extrapolated, potential problems can be refluffed, etc. As to running Mass Combats, just turn every "Unit" into a "Creature" on the battlefield and run it like a normal combat. 'Cause D&D combat is really vaguely designed with layer upon layer of abstraction. Add in the "Military Force Group Patron" from Tasha's and away you go.</p><p></p><p>Honestly, mass combat isn't even something any D&D, even Birthright, managed well. Mass combat should probably be the backdrop to your character's actions, rather than the focus of the game, anyhow. Also: It's not something specific to High Levels so...</p><p></p><p>Rulership and Domains? Running a Business! And again, not specific to High Levels. I can roll up a Noble Background at level 1 and use the Running a Business ruleset (with minor adaptations) to have my character be a local ruler who slowly increases their holdings as they gain levels.</p><p></p><p>Epic Destinies are just RP between you and your DM. Epic Boons are the stuff you gain when you "Level Up". And Godhood is when you get enough of them that your DM says "Okay, you're a God, now. Can I -please- play in a game for cripes' sakes rather than running your character through all this stuff infinitely?" 'cause there's no Cap for Epic Boons.</p><p></p><p>Same thing with "Far Reaching Schemes". That's just RP and doesn't need any kind of systemization to make it work. You and your DM just need to figure that one out as an adventure path/storyline/campaign of it's own.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8334630, member: 6796468"] Meanwhile a google search for "5e how many rounds of combat" brings up a range of 2-5, with big fights being 7-8, 3-4 according to an ENWorld post that I didn't have anything to do with, meanwhile the RPGExchange had 4-5 rounds on their Boltzmann Distribution for an average. Maybe your DM is throwing mostly "Easy" encounters, [USER=6780330]@Parmandur[/USER]? Not that that's a -bad- thing by any stretch of the imagination. But it could be part of the disconnect. As to you, [USER=1210]@the Jester[/USER]: Even at 4 encounters per session that's 1.5 years of time playing once a week. STILL a massive time investment compared to the vagaries of life. And yeah. Emergent Storylines tend to get resolved around the mid-levels for 2 reasons: The emergence of the storyline tends to happen around levels 4-6. Before that it's mostly faffing about while the DM throws goblins and giant spiders at the party and then people start trying to find connections between the different things that have happened, including the DM, which then results in the story being found. Then it's just a matter of spending 3-8 levels resolving that storyline which emerged from the chaos of everything that happened before. If you're gonna keep growing stuff out of the chaos that's fine? Very [I]DBZ[/I] of you and others who embrace that playstyle... But then what the heck do you need WotC For, anyhow? How are such players EVER Underserved by WotC not releasing level 13-20 adventures that they'd ignore, anyhow, because it's not "Emergent"? As to other systems: They exist. You just need to apply them to your problem. Take building an Army for example... Just grab the "Running a Business" rules and go from there. Costs to maintain your "Business" can be extrapolated, potential problems can be refluffed, etc. As to running Mass Combats, just turn every "Unit" into a "Creature" on the battlefield and run it like a normal combat. 'Cause D&D combat is really vaguely designed with layer upon layer of abstraction. Add in the "Military Force Group Patron" from Tasha's and away you go. Honestly, mass combat isn't even something any D&D, even Birthright, managed well. Mass combat should probably be the backdrop to your character's actions, rather than the focus of the game, anyhow. Also: It's not something specific to High Levels so... Rulership and Domains? Running a Business! And again, not specific to High Levels. I can roll up a Noble Background at level 1 and use the Running a Business ruleset (with minor adaptations) to have my character be a local ruler who slowly increases their holdings as they gain levels. Epic Destinies are just RP between you and your DM. Epic Boons are the stuff you gain when you "Level Up". And Godhood is when you get enough of them that your DM says "Okay, you're a God, now. Can I -please- play in a game for cripes' sakes rather than running your character through all this stuff infinitely?" 'cause there's no Cap for Epic Boons. Same thing with "Far Reaching Schemes". That's just RP and doesn't need any kind of systemization to make it work. You and your DM just need to figure that one out as an adventure path/storyline/campaign of it's own. [/QUOTE]
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