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<blockquote data-quote="Scrivener of Doom" data-source="post: 6628792" data-attributes="member: 87576"><p>For me, 5E is always going to end up like our years playing AD&D: frustration with the rules will build up over time until I don't want to run it and my players don't want to play it, except as a beer'n'pretzels-like game good for a few sessions. Obviously, I could be wrong and, judging by the support for Gygaxian forms of D&D and 5E itself, my tastes are in the minority.</p><p></p><p>For me (or us), that means sticking with 4E and working out the kinks. For us that has involved three main areas:</p><p></p><p>1. Managing PCs. As much as I love the DDi printouts of characters, they're not as logically laid out as, for example, monster stat blocks. Supplementing the DDi sheet with a separate sheet for triggered actions and bonuses granted by certain passive abilities (temp hp from a valorous bard, damage bonuses from a warlord multiclass when an action point is issued etc...) has really helped my players get a proper handle on their characters and use them more efficiently.</p><p></p><p>To be frank, I think a lot of 4E's "problems", at least IME, come from the failure of players to learn to manage fairly complicated characters. It's not that difficult to do, but I suppose if they had management skills they would be DMs rather than players.... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>2. Managing monsters. I build all my own monsters now and my mantra is simplify, simplify, simplify. I have found that by building monsters around what I think their key attack should be, I can even run multiple monster types at the same time because each stat block is normally very easy to use. I have gotten better at it, and I expect to keep improving.</p><p></p><p>3. Managing encounters. The key here seems to be avoiding sacks of hit points. Minions, minions, minions. And I love over-level minions because they're a challenge to hit but they go down nicely. And, as much as possible, I try and use standards rather than elites and solos, unless the latter two are really important to the story.</p></blockquote><p></p>
[QUOTE="Scrivener of Doom, post: 6628792, member: 87576"] For me, 5E is always going to end up like our years playing AD&D: frustration with the rules will build up over time until I don't want to run it and my players don't want to play it, except as a beer'n'pretzels-like game good for a few sessions. Obviously, I could be wrong and, judging by the support for Gygaxian forms of D&D and 5E itself, my tastes are in the minority. For me (or us), that means sticking with 4E and working out the kinks. For us that has involved three main areas: 1. Managing PCs. As much as I love the DDi printouts of characters, they're not as logically laid out as, for example, monster stat blocks. Supplementing the DDi sheet with a separate sheet for triggered actions and bonuses granted by certain passive abilities (temp hp from a valorous bard, damage bonuses from a warlord multiclass when an action point is issued etc...) has really helped my players get a proper handle on their characters and use them more efficiently. To be frank, I think a lot of 4E's "problems", at least IME, come from the failure of players to learn to manage fairly complicated characters. It's not that difficult to do, but I suppose if they had management skills they would be DMs rather than players.... :D 2. Managing monsters. I build all my own monsters now and my mantra is simplify, simplify, simplify. I have found that by building monsters around what I think their key attack should be, I can even run multiple monster types at the same time because each stat block is normally very easy to use. I have gotten better at it, and I expect to keep improving. 3. Managing encounters. The key here seems to be avoiding sacks of hit points. Minions, minions, minions. And I love over-level minions because they're a challenge to hit but they go down nicely. And, as much as possible, I try and use standards rather than elites and solos, unless the latter two are really important to the story. [/QUOTE]
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