Yes, Twilight Cleric was a very big unhappy surprise for me when I was running CoS.
I think something that really dragged me down as a DM is that early on in 5e, I basically ran the world and the encounters "as I thought made sense" in the context of the world and the story. I'd been running DnD and other TTRPGs for years n years so I had an idea of how strong dragons were, or mind flayers, or ghosts, etc.
There was an ogre and a bunch of goblins threatening the hamlet.
There was a young dragon in the tower.
There was an archmage and his golem.
A pack of werewolves.
Lich-Queen Vlaakith, her big dragon, and a few githyanki gish on smaller dragons.
And early on in 5e, with just the PHB, this worked great. Xanathar's was added, and I had some unpleasant surprises with hexblade/paladin multiclasses that resulted in some anticlimaxes because of insane crit-smites, but other than that it was good.
As more and more player options were released, and more Sick Buildz and Class-Feature Combo-Breakers! were introduced, I had to stop running things as I thought "made sense" in the fiction, and I had to start thinking about the game less in the narrative of the world and more in the mindset of encounter balance and design- and that sort of disappointed me, I think, without me being consciously aware of it.
Now it couldn't an ogre and a bunch of goblins- it needed to be several ogres and more goblins, more than I really thought "realistic" for the scenario.. but they had to be there so it wasn't a complete cakewalk for the party.
It couldn't be a pack of werewolves, there had to be special werewolves in there now because there were PC features that just negated ways that the werewolves could threaten the PCs- so these special werewolves were basically being added just so the PCs wouldn't neuter the encounter immediately.
The archmage and his golem ... well the poor archmage was totally outclassed now, he needed a warrior-general's hit points because of the neutralizing powers and anti-spell features etc. that the newer PCs had, or ways that they could get past the old defenses and spells.
I've said that 5e characters punch above their weight class, and with just the core 5e books that was fine. But as splatbooks release, the PC power goes up through the roof, and 5e moreso than others because of its flat-math design.
And we sort of see this in newer monster math. A 5e archmage has 99 hit points- that's 18 hit dice. A 5.5e archmage has 170 hit points- that's 31 hit dice.
In older edition terms, they were a "level 18 NPC-class mage." That made sense to me. In 5.5e, I don't know what they are anymore. They're just game mechanics there to challenge the PCs.
And the modern monster math works much better for the modern characters. I think it's just that the game lost its internal consistency.
This is tangential to the thread I guess, but I only really just realized that this might've been one source of burnout for me. I had to stop thinking of the story and world, with the game mechanics being there to help us interact with said world, and focus a lot more on the system mechanics and "how to challenge the PCs." I got more frustrated with the system over time because it felt like the PCs were outgrowing it. Maybe that's just system mastery coming to the fore, and it happens with every edition as it gets older? I don't know.
So ... probably just a vent post here.
Hey @Micah Sweet IIRC you tend to run fiction-first with your games- have you encountered any of this? How have you adapted to it?
I think something that really dragged me down as a DM is that early on in 5e, I basically ran the world and the encounters "as I thought made sense" in the context of the world and the story. I'd been running DnD and other TTRPGs for years n years so I had an idea of how strong dragons were, or mind flayers, or ghosts, etc.
There was an ogre and a bunch of goblins threatening the hamlet.
There was a young dragon in the tower.
There was an archmage and his golem.
A pack of werewolves.
Lich-Queen Vlaakith, her big dragon, and a few githyanki gish on smaller dragons.
And early on in 5e, with just the PHB, this worked great. Xanathar's was added, and I had some unpleasant surprises with hexblade/paladin multiclasses that resulted in some anticlimaxes because of insane crit-smites, but other than that it was good.
As more and more player options were released, and more Sick Buildz and Class-Feature Combo-Breakers! were introduced, I had to stop running things as I thought "made sense" in the fiction, and I had to start thinking about the game less in the narrative of the world and more in the mindset of encounter balance and design- and that sort of disappointed me, I think, without me being consciously aware of it.
Now it couldn't an ogre and a bunch of goblins- it needed to be several ogres and more goblins, more than I really thought "realistic" for the scenario.. but they had to be there so it wasn't a complete cakewalk for the party.
It couldn't be a pack of werewolves, there had to be special werewolves in there now because there were PC features that just negated ways that the werewolves could threaten the PCs- so these special werewolves were basically being added just so the PCs wouldn't neuter the encounter immediately.
The archmage and his golem ... well the poor archmage was totally outclassed now, he needed a warrior-general's hit points because of the neutralizing powers and anti-spell features etc. that the newer PCs had, or ways that they could get past the old defenses and spells.
I've said that 5e characters punch above their weight class, and with just the core 5e books that was fine. But as splatbooks release, the PC power goes up through the roof, and 5e moreso than others because of its flat-math design.
And we sort of see this in newer monster math. A 5e archmage has 99 hit points- that's 18 hit dice. A 5.5e archmage has 170 hit points- that's 31 hit dice.
In older edition terms, they were a "level 18 NPC-class mage." That made sense to me. In 5.5e, I don't know what they are anymore. They're just game mechanics there to challenge the PCs.
And the modern monster math works much better for the modern characters. I think it's just that the game lost its internal consistency.
This is tangential to the thread I guess, but I only really just realized that this might've been one source of burnout for me. I had to stop thinking of the story and world, with the game mechanics being there to help us interact with said world, and focus a lot more on the system mechanics and "how to challenge the PCs." I got more frustrated with the system over time because it felt like the PCs were outgrowing it. Maybe that's just system mastery coming to the fore, and it happens with every edition as it gets older? I don't know.
So ... probably just a vent post here.
Hey @Micah Sweet IIRC you tend to run fiction-first with your games- have you encountered any of this? How have you adapted to it?






