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Encounter Balance holds back 5E
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<blockquote data-quote="Ruin Explorer" data-source="post: 9331040" data-attributes="member: 18"><p>No, it doesn't cease being a game, it becomes a different game. It's fine to not want to play that game, but to claim that just because you aren't being randomly TPK'd by random-ass unlikely monsters from a poorly-constructed chart, or whatever, it's "not a game" is not a viable argument.</p><p></p><p>The big problem too is that D&D 5E doesn't want to tell stories about fleeing. It's very bad at it. Fleeing is usually suicidal for most of the group involved, in part for the reasons discussed in various posts above. 5E does not have good mechanics for it, and it doesn't work well as a tactic.</p><p></p><p>Now, that can be fixed, by adding new, fleeing-related mechanics, and making sure they work well (at least for the PCs), but they're not something currently in the game. 5E was not designed around fleeing threats. Claiming it's "not a game" because of that doesn't make sense. The Balrog is an interesting example, because in D&D, many DMs would have have had it run (or fly) past Gandalf and start one-shotting hobbits. And even if Gandalf's player managed to stop it (he's probably a GMPC, let's be real), the Fellowship fleeing in the way they did would have got them absolutely MURDERED. Why? Because arrows would have hit them - a lot of arrows. Because they would have been unable to make some of those jumps. Because they would have failed various RNG-y checks. D&D is not the game for this.</p><p></p><p>You want a narrative flight like that, like one of the most famous flights in fantasy fiction, perhaps all of fiction, you're going to need a more narrative game. D&D's version will be full of pratfalls and Legolas getting pincushioned by arrows and similar idiocy.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9331040, member: 18"] No, it doesn't cease being a game, it becomes a different game. It's fine to not want to play that game, but to claim that just because you aren't being randomly TPK'd by random-ass unlikely monsters from a poorly-constructed chart, or whatever, it's "not a game" is not a viable argument. The big problem too is that D&D 5E doesn't want to tell stories about fleeing. It's very bad at it. Fleeing is usually suicidal for most of the group involved, in part for the reasons discussed in various posts above. 5E does not have good mechanics for it, and it doesn't work well as a tactic. Now, that can be fixed, by adding new, fleeing-related mechanics, and making sure they work well (at least for the PCs), but they're not something currently in the game. 5E was not designed around fleeing threats. Claiming it's "not a game" because of that doesn't make sense. The Balrog is an interesting example, because in D&D, many DMs would have have had it run (or fly) past Gandalf and start one-shotting hobbits. And even if Gandalf's player managed to stop it (he's probably a GMPC, let's be real), the Fellowship fleeing in the way they did would have got them absolutely MURDERED. Why? Because arrows would have hit them - a lot of arrows. Because they would have been unable to make some of those jumps. Because they would have failed various RNG-y checks. D&D is not the game for this. You want a narrative flight like that, like one of the most famous flights in fantasy fiction, perhaps all of fiction, you're going to need a more narrative game. D&D's version will be full of pratfalls and Legolas getting pincushioned by arrows and similar idiocy. [/QUOTE]
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