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Why does 5E SUCK?
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<blockquote data-quote="Hussar" data-source="post: 6661678" data-attributes="member: 22779"><p>Thing is, you don't actually HAVE to do that. You can write a 10th level adventure regardless of what the level of your PC's are. In a sandbox, that's precisely what you would do. The adventure level is based on that part of the sandbox, and it's up to the players to decide whether or not they want to try that challenge. In a more tailored game, you write the adventure based on the group you have right now. That you are writing an adventure specifically for the PC's at the time is happenstance, although probably fairly typical.</p><p></p><p>Now, how is this different from any other edition? If you're designing an adventure on the fly, for your current group, are you using radically different difficulties than the level of your PC's? Are you dropping red dragons on 1st level parties? The blizzard that you dropped into the adventure will be a different blizzard if the party is 1st level or 10th level, won't it? If the DC's are beyond the means of the party, you just killed the party, that was easy. If the DC's are too far below the level of the party, then it's not really much of a blizzard is it?</p><p></p><p>Explain to me how you design an adventure, on the fly, for a current group that is playing, without referencing their levels? In what edition of D&D did you do this? In 1e, the monsters and traps were based on dungeon level, which, in turn, was based on character level. Why is a monster a Level III monster? Because it is meant to be on the third level of a dungeon and 1st level PC's aren't meant to be facing it.</p><p></p><p>The difficulty of challenges in adventures in any edition of the game are based on the expected levels of the PC's IN THAT ADVENTURE. The only difference between 4e and earlier editions is that in 4e they actually gave you numerical ranges for determining difficulties instead of letting the DM try to guess what would be appropriate for that level of an adventure.</p><p></p><p>I understand that for some people, admitting that 4e isn't any different than any other edition is tantamount to sitting on rusty nails, but, again, how do you design an adventure without referencing character level? </p><p></p><p>Give me an example, a published example, of an adventure that does not reference character level. I'll wait. In forty years of modules, thousands and thousands of pages, if not thousands of actual modules, can you give me a single example of an adventure that does not reference character level?</p></blockquote><p></p>
[QUOTE="Hussar, post: 6661678, member: 22779"] Thing is, you don't actually HAVE to do that. You can write a 10th level adventure regardless of what the level of your PC's are. In a sandbox, that's precisely what you would do. The adventure level is based on that part of the sandbox, and it's up to the players to decide whether or not they want to try that challenge. In a more tailored game, you write the adventure based on the group you have right now. That you are writing an adventure specifically for the PC's at the time is happenstance, although probably fairly typical. Now, how is this different from any other edition? If you're designing an adventure on the fly, for your current group, are you using radically different difficulties than the level of your PC's? Are you dropping red dragons on 1st level parties? The blizzard that you dropped into the adventure will be a different blizzard if the party is 1st level or 10th level, won't it? If the DC's are beyond the means of the party, you just killed the party, that was easy. If the DC's are too far below the level of the party, then it's not really much of a blizzard is it? Explain to me how you design an adventure, on the fly, for a current group that is playing, without referencing their levels? In what edition of D&D did you do this? In 1e, the monsters and traps were based on dungeon level, which, in turn, was based on character level. Why is a monster a Level III monster? Because it is meant to be on the third level of a dungeon and 1st level PC's aren't meant to be facing it. The difficulty of challenges in adventures in any edition of the game are based on the expected levels of the PC's IN THAT ADVENTURE. The only difference between 4e and earlier editions is that in 4e they actually gave you numerical ranges for determining difficulties instead of letting the DM try to guess what would be appropriate for that level of an adventure. I understand that for some people, admitting that 4e isn't any different than any other edition is tantamount to sitting on rusty nails, but, again, how do you design an adventure without referencing character level? Give me an example, a published example, of an adventure that does not reference character level. I'll wait. In forty years of modules, thousands and thousands of pages, if not thousands of actual modules, can you give me a single example of an adventure that does not reference character level? [/QUOTE]
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