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General Tabletop Discussion
*Dungeons & Dragons
What is "broken" in 5e?
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<blockquote data-quote="Bacon Bits" data-source="post: 6995517" data-attributes="member: 6777737"><p>This is my biggest gripe with 5e. It's the reason that I've often said that short rests don't work for us.</p><p></p><p>In my primary group that still plays regularly, we run a big group. 7 or 8 players. Additionally, we don't like easy encounters. They're always Deadly++. If the module says that for a party of 5 there should be a troll, we run it such that there's 2 trolls. And 2 more that were out on patrol that show up in the third round. This means that regular encounters just get rolled because we always expect bad situations to get much worse. Our adventuring days are 2-3 combat encounters, with some single encounter days and some 4 encounter days being spread about. 6-8? That's just laughable.</p><p></p><p>We've played this way -- in the same group with largely the same people -- for over 20 years. We didn't change for 3e. We didn't change for 4e. We're not changing for 5e. We like the tension it adds. We don't like encounters that don't really challenge the party. They're a waste of game time. Adventuring is dangerous business, and you don't start out by travelling to the dungeon that says "Appropriate For Level 1 Adventurers" on a sign outside the door even if that's what it says on the module cover.</p><p></p><p>It does create a real problem, however, because short rest classes are <em>terrible</em> if you get 0-1 short rests a day. As you progress in levels, you tend to short rest less and less as it is, but if you're not getting your requisite 2 short rests a day, then long rest classes get significantly better.</p><p></p><p>There needs to be a way for a DM to manipulate the encounter rate without breaking the class balance between long and short rest classes.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 6995517, member: 6777737"] This is my biggest gripe with 5e. It's the reason that I've often said that short rests don't work for us. In my primary group that still plays regularly, we run a big group. 7 or 8 players. Additionally, we don't like easy encounters. They're always Deadly++. If the module says that for a party of 5 there should be a troll, we run it such that there's 2 trolls. And 2 more that were out on patrol that show up in the third round. This means that regular encounters just get rolled because we always expect bad situations to get much worse. Our adventuring days are 2-3 combat encounters, with some single encounter days and some 4 encounter days being spread about. 6-8? That's just laughable. We've played this way -- in the same group with largely the same people -- for over 20 years. We didn't change for 3e. We didn't change for 4e. We're not changing for 5e. We like the tension it adds. We don't like encounters that don't really challenge the party. They're a waste of game time. Adventuring is dangerous business, and you don't start out by travelling to the dungeon that says "Appropriate For Level 1 Adventurers" on a sign outside the door even if that's what it says on the module cover. It does create a real problem, however, because short rest classes are [I]terrible[/I] if you get 0-1 short rests a day. As you progress in levels, you tend to short rest less and less as it is, but if you're not getting your requisite 2 short rests a day, then long rest classes get significantly better. There needs to be a way for a DM to manipulate the encounter rate without breaking the class balance between long and short rest classes. [/QUOTE]
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