Sure! You can play a game in a sword and sorcery setting where the players run a tavern.
But I don't think it's harmful to define a genre, name inspirations for it, and suggest the kind of adventures that that genre lends itself to. Is that what you're responding to?
What would y'all call the aesthetic style that they're going for with artificer? I imagine if I said "steampunk" that would cause some fits, 'cuz it's not using steam n' such, but the brassy color in both provided images really lends itself towards that vibe in my mind.
Tales of the Valiant's Game Masters Guide gives definitions for a bunch under the Adventures & Campaigns section (I like that they took the time and page count to detail such).. but not those 😅
But man, the ToV GMG is so good!
AFAIK jackalope is the most powerful option pre-MoMe2, it was the go-to for one of my skinchanger players.
As far as save proficiencies, yeah it's incredibly uncommon in the MM14 and MoMe in general. It was pointed out in another thread that they "stealth fixed" monster saves in MM24, I assume...
I didn't say to increase HP, I don't think? 😅
We can agree on the 2014 monster saves being super bad. What did they do to 2024 saves to make them better? Did they give most monsters save proficiencies?
In designing 5e14 I get why they'd want monsters to fail saves- it sucks if your hold monster...
That's the problem I have with just adding numbers to everything, adding power to both sides of the board, rather than paring them back. You're just bloating stuff up- whether it's time per combat, time per turn, time just calculating BS, etc.
I don't know that I agree higher defenses is the answer, or rather the only answer. Mearls suggested a roughly 35% increase to damage and 35% decrease to HP for most if not all enemies, which makes things a lot more tense (I believe that's what he ended up doing for his home games). I've tried...
Yes. Either the PCs are too powerful, or the monsters aren't powerful enough. I'd rather pare back PC power than up monster power, 'cuz I'd rather have things a little more "grounded" and avoid even more math via more numbers and more dice, but I guess either way you're rewriting a book.. either...
"4e had fake high level play," "4e had high level play," I think this just depends on how you define high level play.
Obviously number-wise, yes. It went to 30. Basically epic levels... By numbers.
4e had you fighting gods. Literally it had rules for how you could permanently kill bahamut (and...