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<blockquote data-quote="Argyle King" data-source="post: 7980932" data-attributes="member: 58416"><p><em>A note before going further: My primary experience with 5E is as a player. It's by far the edition of D&D i've GMed the least.</em></p><p></p><p>I agree on the CR comment. It's often difficult for me to participate in discussions of 5E combat because (after a certain point) it somehow seems to simultaneously turn into being a cakewalk and being suicidal. While that's (arguably) exciting, I have found that it's tough for some of the newer players in the group to make decisions from an in-character (or even from an OOC) perspective because it's difficult to determine what makes sense given a situation.</p><p></p><p>I am a fan of "creative solutions." When GMing other games, there are times when I intentionally design an enemy (or encounter) to appear unbeatable, but with a flaw. I find that this gives the game variety rather than being an endless slew of combat, and I have also found that it helps to reward the player who likes to invest in skills, knowledge, and resources in other pillars of play.</p><p></p><p>Still, I've noticed that the expectations of groups with whom I've played seem to be different when sitting down for D&D (especially at Adventurer League events). That's neither good nor bad, but simply an anecdotal observation.</p><p></p><p>For my own games, I'm considering introducing "masterwork" weapons or something similar, with the idea that such a weapon counts as a magical weapon, but does not have a +1 or any other effect. I haven't quite figured out how that will work yet, so I don't want to derail the thread. (Similarly, there are some other changes I would like to make, such as trying the idea of giving more feat choices at various levels.)</p><p></p><p></p><p></p><p></p><p>I'll try to keep that in mind. </p><p></p><p>Though, what's the default assumption of the game? As said, I'm rather inexperienced at running the game. I would like to homebrew content, but I'm admittedly struggling to see what the baseline assumptions are intended to be.</p><p></p><p>To be fair, it's not difficult to achieve high AC without being a warforged. The way the race was presented in UA simply highlights the ability to achieve such a score. </p><p></p><p>In a game with "bounded accuracy" as a stated goal, I'm noticing a lot more +1 bonuses starting to creep back into the game.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7980932, member: 58416"] [I]A note before going further: My primary experience with 5E is as a player. It's by far the edition of D&D i've GMed the least.[/I] I agree on the CR comment. It's often difficult for me to participate in discussions of 5E combat because (after a certain point) it somehow seems to simultaneously turn into being a cakewalk and being suicidal. While that's (arguably) exciting, I have found that it's tough for some of the newer players in the group to make decisions from an in-character (or even from an OOC) perspective because it's difficult to determine what makes sense given a situation. I am a fan of "creative solutions." When GMing other games, there are times when I intentionally design an enemy (or encounter) to appear unbeatable, but with a flaw. I find that this gives the game variety rather than being an endless slew of combat, and I have also found that it helps to reward the player who likes to invest in skills, knowledge, and resources in other pillars of play. Still, I've noticed that the expectations of groups with whom I've played seem to be different when sitting down for D&D (especially at Adventurer League events). That's neither good nor bad, but simply an anecdotal observation. For my own games, I'm considering introducing "masterwork" weapons or something similar, with the idea that such a weapon counts as a magical weapon, but does not have a +1 or any other effect. I haven't quite figured out how that will work yet, so I don't want to derail the thread. (Similarly, there are some other changes I would like to make, such as trying the idea of giving more feat choices at various levels.) I'll try to keep that in mind. Though, what's the default assumption of the game? As said, I'm rather inexperienced at running the game. I would like to homebrew content, but I'm admittedly struggling to see what the baseline assumptions are intended to be. To be fair, it's not difficult to achieve high AC without being a warforged. The way the race was presented in UA simply highlights the ability to achieve such a score. In a game with "bounded accuracy" as a stated goal, I'm noticing a lot more +1 bonuses starting to creep back into the game. [/QUOTE]
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