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RYD date created : 2024-07-13T09:09:48.562632Z
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Top Comments of this video!! :3
At least for 5e, CR simply does not work.
Last Session I was a player in had two encounters. One with CR 16, the other with CR 17. I should note, we are 2 Level 8 Players and one Level 8 DMPC. We won both, without coming that close to death.
And in the last Session I DM'd, my 2 Players, both level 6, took out a CR 8 Frost Giant without taking damage. It was 2 rounds.
So either we're doing something horribly wrong, or balancing is just straight impossible. So most of the time, my balancing is literally just guesswork. And oftentimes, I massively underestimate my players and have to give these monster health boosts mid-fight!
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One of the DMs in my group (we rotate DM duties) likes to just pick whatever monsters and NPCs he thinks are cool and when we panic at the overwhelming challenge he's like "lmao, figure it out".
Honestly some of the most fun I've had with the game was leveraging every possible resource we had to just barely squeeze out a W against blatantly unfair odds. Wouldn't have it any other way.
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I don't think the phrase means if anything is ever not perfect it's the GMs fault, I think it's more critical of GMs that throw multiple encounters at parties they know aren't equipped for it I.E. if the party doesn't succeed at a high dc religion check, they can't solve this puzzle, and its the 4th time this happened in a party without a cleric. That's the GMs responsibility. To balance the types of encounters to be things, the party has a reasonable chance of succeeding at and not a series of middle fingers for not playing a fighter wizard rogue and cleric.
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Balance isn't the goal of D&D. It isn't a wargame where both sides are expected to have evenly matched forces and an equal chance of winning. You don't want balanced encounters; you want fun encounters.
The goal may be to create fun, but there are a lot of factors that go into that, some of which (such as the players' choices or the dice rolls) are outside the DMs control. Even more so than balance, fun is something that's hard to get right every time, especially since you only get one shot at it; unlike a game designer for a video game or board game, DMs almost never have the chance to playtest what they're making and tweak it to make it more fun. You prepare your session, try to predict what'll make for a good time, and cross your fingers that it'll be a hit. If it's a miss, sometimes it's for reasons beyond your control and sometimes it's something that was foreseeable but you just didn't anticipate because game design is hard, particularly without any playtesting. Not every session is going to be a 10/10, and that's normal and okay.
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I feel like this exists because a good DM can adjust things on the fly. Just adjust enemy health when things change. If all the players are getting destroyed by a wolf attack you need to adjust the strength and make them die faster. It's not fun to be killed outside of the main story or cool moments. If players just neglect Saving eachother or fail to do basic planning that's one thing but if the Dice are just coming up bad that sucks and ruins the game for people.
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Watch me live!
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@OssiumWolf
2 months ago
Yeah, i got a Dm that through something at us that he called a slime knight anythime took a certain amount of damage it would split, unless killed with water which it took damage for touching. Only one party could make water and we didn't realize it would keep them from splitting until it split like 4 times.
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