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General Tabletop Discussion
*Dungeons & Dragons
Why you shouldn't allow optional rules.
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<blockquote data-quote="Leatherhead" data-source="post: 6475592" data-attributes="member: 53176"><p>In the latest edition, there is a plethora of optional rules: Feats, Multiclassing, Magic Weapons, etc. As of late, people have been expressing concern over their use as they seem to make characters "overpowered."</p><p></p><p>I'm going to tell you strait up, they do. Stock monsters aren't meant for that kind of abuse, the CR guidelines printed in the DMg indicate that a significant number of the common lower level monsters favor padding AC and DPR over HP pools. Meaning a few solid +10 damage hits will do them in quick.</p><p></p><p>The options in 5e are not what would be considered "plug and play", throwing everything into the pot willy-nilly is going to make it come out some weird kind of mess. You need to take all of the new power your PC's have into account when make the adventures for them. There isn't really any way around it, and playing without options is a viable way to do things.</p><p></p><p>If your PC's have too high of an accuracy, consider eliminating stacking bonuses such as the bless spell or magic arrows. If they have too high of damage, try using monsters with better defensive stats. Perhaps you could pad the HP of the bigger bosses with things like resistances, regeneration, or shells of temp HP. Or you could deviously start using hordes of lesser creatures to soak up stray sword swings and evaporate the overkill. It doesn't really matter if the PC's can do 10 or 38 damage a swing when the kobold only has 6hp. </p><p></p><p>As for why you should try it: Some people just have more fun with bigger numbers and tinkering around with the rules to see what they can create, and that includes some DM's.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 6475592, member: 53176"] In the latest edition, there is a plethora of optional rules: Feats, Multiclassing, Magic Weapons, etc. As of late, people have been expressing concern over their use as they seem to make characters "overpowered." I'm going to tell you strait up, they do. Stock monsters aren't meant for that kind of abuse, the CR guidelines printed in the DMg indicate that a significant number of the common lower level monsters favor padding AC and DPR over HP pools. Meaning a few solid +10 damage hits will do them in quick. The options in 5e are not what would be considered "plug and play", throwing everything into the pot willy-nilly is going to make it come out some weird kind of mess. You need to take all of the new power your PC's have into account when make the adventures for them. There isn't really any way around it, and playing without options is a viable way to do things. If your PC's have too high of an accuracy, consider eliminating stacking bonuses such as the bless spell or magic arrows. If they have too high of damage, try using monsters with better defensive stats. Perhaps you could pad the HP of the bigger bosses with things like resistances, regeneration, or shells of temp HP. Or you could deviously start using hordes of lesser creatures to soak up stray sword swings and evaporate the overkill. It doesn't really matter if the PC's can do 10 or 38 damage a swing when the kobold only has 6hp. As for why you should try it: Some people just have more fun with bigger numbers and tinkering around with the rules to see what they can create, and that includes some DM's. [/QUOTE]
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Why you shouldn't allow optional rules.
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