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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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<blockquote data-quote="MostlyDm" data-source="post: 7007697" data-attributes="member: 6788973"><p>Yes, because representing that ability via a one-size-fits-all numerical statistic is... unrealistic. In the hands of a competent DM, a couple of Goblins can be more dangerous to a level 1 party than an Ogre... e.g. in a dark warren with lots of hidden spaces, that the goblins know well and the party does not. Two or three goblins playing cat-and-mouse could probably ruin a level 1 party's day. Unless perhaps the party has a specific composition that would make it too hard for the goblins to pull this off... unless the environment also takes that composition into account... unless the party has an additional counter to the environment...</p><p></p><p>The variables go on and on. Take your "Advanced D&D" suggestion, for example (FYI, when the counter resets I intend to add a Laugh to that post, not because I find your ideas laughable or anything, just because the AD&D line elicited a genuine laugh out loud from me.) Your idea of Advanced D&D fits mine... in some areas. But not in others. I tend to expect my party to utilize sound tactics and smart play if they want to survive difficult fights. But I don't like the combat feats (e.g. Sharpshooter makes zero sense to me conceptually and is terrible game design IMO) so I don't currently allow them pending a rewrite, that I haven't gotten around to. </p><p></p><p>You want AD&D to account for "optimized" characters... but we've already seen in other discussions that your idea of optimization will differ from someone else's. If memory serves, your group centers around maximizing damage-per-round, for example with Hand Crossbow sharpshooting. Whereas, for example, Hemlock's idea of optimization involves something more like utilizing the insane range of Longbow sharpshooting and abusing summoned/animated/hired creatures to screen and control the field. </p><p></p><p>So which does AD&D account for?</p><p></p><p>The problem I often have with your posts in these discussions is that you seem to believe that your experiences are universal among people who optimize/play smart/have noticed certain failings in the system/etc. I think it's quite the opposite: once you get into the realm of "Advanced" play, the divergences in tactics, optimization, etc. are actually <em>amplified</em>, so that accounting for all of the possibilities actually becomes less and less possible the more advanced you get.</p></blockquote><p></p>
[QUOTE="MostlyDm, post: 7007697, member: 6788973"] Yes, because representing that ability via a one-size-fits-all numerical statistic is... unrealistic. In the hands of a competent DM, a couple of Goblins can be more dangerous to a level 1 party than an Ogre... e.g. in a dark warren with lots of hidden spaces, that the goblins know well and the party does not. Two or three goblins playing cat-and-mouse could probably ruin a level 1 party's day. Unless perhaps the party has a specific composition that would make it too hard for the goblins to pull this off... unless the environment also takes that composition into account... unless the party has an additional counter to the environment... The variables go on and on. Take your "Advanced D&D" suggestion, for example (FYI, when the counter resets I intend to add a Laugh to that post, not because I find your ideas laughable or anything, just because the AD&D line elicited a genuine laugh out loud from me.) Your idea of Advanced D&D fits mine... in some areas. But not in others. I tend to expect my party to utilize sound tactics and smart play if they want to survive difficult fights. But I don't like the combat feats (e.g. Sharpshooter makes zero sense to me conceptually and is terrible game design IMO) so I don't currently allow them pending a rewrite, that I haven't gotten around to. You want AD&D to account for "optimized" characters... but we've already seen in other discussions that your idea of optimization will differ from someone else's. If memory serves, your group centers around maximizing damage-per-round, for example with Hand Crossbow sharpshooting. Whereas, for example, Hemlock's idea of optimization involves something more like utilizing the insane range of Longbow sharpshooting and abusing summoned/animated/hired creatures to screen and control the field. So which does AD&D account for? The problem I often have with your posts in these discussions is that you seem to believe that your experiences are universal among people who optimize/play smart/have noticed certain failings in the system/etc. I think it's quite the opposite: once you get into the realm of "Advanced" play, the divergences in tactics, optimization, etc. are actually [I]amplified[/I], so that accounting for all of the possibilities actually becomes less and less possible the more advanced you get. [/QUOTE]
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When Fiends Attack: Are Balors, Pit Fiends and Ultraloths too weak?
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