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<blockquote data-quote="Helldritch" data-source="post: 7887689" data-attributes="member: 6855114"><p>Really? In most of my games (Pre 5ed that is) Charisma and leadership have always been seen as good things to have. Not vital ones, but if you had them, so much the better. This feat was almost in all groups (with a few exceptions) and even today, some of my oldest players mourn for that feat. It was leading to a lot of Role Play and it was a good back up plan in case something went wrong. Now, charisma is just a stat for spells and a bit of interaction with NPCs...</p><p></p><p>My games have a high attrition rate if you are careless. TPK happens not that often, but I don't hesitate to TPK if the group is careless. So far, since 5e started, only 8 parties made it past level 12 and only three of those went higher than 15th. Of these 3, one party made it to level 20. Except for the three last ones. Almost all groups ended by a TPK. A few group recovered from TPK with a wise use of Role Play that made it possible. About 20% of the groups that ended without a TPK did so because it was the end of the story. With that in mind, it's good to have a good backup plan just in case. The higher your level is, the better the backup plan can be.</p><p></p><p>We usually play long sessions (about 6 hours) once per week per group (I have two) with one weekend session per month that is about 12 to 14 hours (this replaces the normal session, which is always on a week's day). I work a lot, so I don't have time for more and we all have different schedules so we sometimes skip the weekend session.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7887689, member: 6855114"] Really? In most of my games (Pre 5ed that is) Charisma and leadership have always been seen as good things to have. Not vital ones, but if you had them, so much the better. This feat was almost in all groups (with a few exceptions) and even today, some of my oldest players mourn for that feat. It was leading to a lot of Role Play and it was a good back up plan in case something went wrong. Now, charisma is just a stat for spells and a bit of interaction with NPCs... My games have a high attrition rate if you are careless. TPK happens not that often, but I don't hesitate to TPK if the group is careless. So far, since 5e started, only 8 parties made it past level 12 and only three of those went higher than 15th. Of these 3, one party made it to level 20. Except for the three last ones. Almost all groups ended by a TPK. A few group recovered from TPK with a wise use of Role Play that made it possible. About 20% of the groups that ended without a TPK did so because it was the end of the story. With that in mind, it's good to have a good backup plan just in case. The higher your level is, the better the backup plan can be. We usually play long sessions (about 6 hours) once per week per group (I have two) with one weekend session per month that is about 12 to 14 hours (this replaces the normal session, which is always on a week's day). I work a lot, so I don't have time for more and we all have different schedules so we sometimes skip the weekend session. [/QUOTE]
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