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General Tabletop Discussion
*Dungeons & Dragons
What style of encounter design is 5th going for?
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<blockquote data-quote="dd.stevenson" data-source="post: 6367716" data-attributes="member: 6683099"><p>Point of order: actually, 5E's disengage action is weaker than the withdraw action in 3.x. (5E allows you 100% movement; 3E allowed 200% movement.) The advantages of 5E's disengage action come from the change toward threatened zones away from threatened squares (note, now you can escape monsters with reach), and of course as you mentioned split movement offers more scope for fighting retreats. And the 1 reaction/round rule. Also, key fact, most monsters/characters can't charge in 5E, so all movement faster than 100% the monster's speed is good enough to escape--unless, of course the monster is willing to risk chasing and relying on round-by-round AOOs to whittle the runner down. </p><p></p><p>But, ime, the biggest mechanical shifts that push monsters into multi-encounter threats are:</p><p></p><p>1) More difficult fights. 5E has a less granular 4-step EL system than 3E's 9-step (I believe?) EL system, meaning that there's a big jump from medium to hard, and from hard to deadly. Also, at least in published modules so far, there's been a better than average chance of many medium encounters getting ratcheted up to hard if the PCs aren't smooth about their exploration. All meaning that there's a decent incentive for players to consider whether they really want this fight to happen on these terms; and also incentives for the DM to allow parlay offers/retreats to work.</p><p></p><p>2) Math rebalancing to curb (not eliminate) the element of rocket tag from combat that was present in 3E. Meaning that, compared to 3E, players usually now have a round or two to get a sense of which direction the combats are going, and time to consider the strategic alternatives instead of always "going for broke".</p><p></p><p>Note, all the above is a rambling assessment about how my 5E games have played so far compared to 3E; I'm nowhere near ready to make arguments about the general case!</p></blockquote><p></p>
[QUOTE="dd.stevenson, post: 6367716, member: 6683099"] Point of order: actually, 5E's disengage action is weaker than the withdraw action in 3.x. (5E allows you 100% movement; 3E allowed 200% movement.) The advantages of 5E's disengage action come from the change toward threatened zones away from threatened squares (note, now you can escape monsters with reach), and of course as you mentioned split movement offers more scope for fighting retreats. And the 1 reaction/round rule. Also, key fact, most monsters/characters can't charge in 5E, so all movement faster than 100% the monster's speed is good enough to escape--unless, of course the monster is willing to risk chasing and relying on round-by-round AOOs to whittle the runner down. But, ime, the biggest mechanical shifts that push monsters into multi-encounter threats are: 1) More difficult fights. 5E has a less granular 4-step EL system than 3E's 9-step (I believe?) EL system, meaning that there's a big jump from medium to hard, and from hard to deadly. Also, at least in published modules so far, there's been a better than average chance of many medium encounters getting ratcheted up to hard if the PCs aren't smooth about their exploration. All meaning that there's a decent incentive for players to consider whether they really want this fight to happen on these terms; and also incentives for the DM to allow parlay offers/retreats to work. 2) Math rebalancing to curb (not eliminate) the element of rocket tag from combat that was present in 3E. Meaning that, compared to 3E, players usually now have a round or two to get a sense of which direction the combats are going, and time to consider the strategic alternatives instead of always "going for broke". Note, all the above is a rambling assessment about how my 5E games have played so far compared to 3E; I'm nowhere near ready to make arguments about the general case! [/QUOTE]
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What style of encounter design is 5th going for?
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