Mouseferatu
Hero
Yeah, it's an easily overlooked rule, but has a huge impact. I feel like they should have drawn more attention to it, though I admit I don't see a good way to have done so off the top of my head.
Not to nitpick, but you can't do that by the RAW. PHB, page 202. When you cast a spell as a bonus action, you cannot also cast a spell as your main action unless your main action spell is a cantrip.
This right here is the problem. In neither of these scenarios is the party expected to fight the Dragon. One they're supposed to talk away, the other they're supposed to either avoid our join in a grand, desperate assault against (which is entirely their choice, at that point, at which point yes, the Dragon leaving is a tad convoluted).
The problem isn't that these creatures are put in the adventures. The problem is the assumption, by either the DM or the players, that creatures only exist in modules to be fought.
Counterpoint: not every fight should be a face-roll devoid of actual danger save character stupidity. Some things have to be out of the players' control and left to chance. If a casualty of this philosophy is the notion that PC's no longer believe they are invincible or equal to any challenge simply because the DM threw it at them, then I believe the game is better for it.Game designers shouldn't put DMs in this position. Not every encounter should result in a fight, but having vastly more powerful foes will result in PC death at times. Not because the players are playing poorly, but because the encounter was designed in opposition to the goals and desires of their PCs.
Character deaths aren't a punishment. It's a natural part of the game.Adventure designer: "Too bad, you were having badwrongfun by attacking the dragon and not playing the way I designed the encounter, so you get to roll up a new PC."
Counterpoint: not every fight should be a face-roll devoid of actual danger save character stupidity. Some things have to be out of the players' control and left to chance. If a casualty of this philosophy is the notion that PC's no longer believe they are invincible or equal to any challenge simply because the DM threw it at them, then I believe the game is better for it.
Character deaths aren't a punishment. It's a natural part of the game.
This right here is the problem. In neither of these scenarios is the party expected to fight the Dragon. One they're supposed to talk away, the other they're supposed to either avoid our join in a grand, desperate assault against (which is entirely their choice, at that point, at which point yes, the Dragon leaving is a tad convoluted).
The problem isn't that these creatures are put in the adventures. The problem is the assumption, by either the DM or the players, that creatures only exist in modules to be fought. This doesn't really make a ton of sense; are PCs only supposed to run into perfectly balanced encounters, always and forever? Or should they be expected to run into situations where their non combat abilities (stealth, subterfuge, discretion, our just sheer cleverness) are not just helpful but required?
This is group dependent. Not all groups want to play in a gritty game world, hence, module designers should either not design for that, or they should minimally have optional encounters for DMs who do not want that.
At some point, a CR too high is a punishment. Death should be a part of the game, but death should occur either due to character stupidity, or random bad luck.
It should not occur because an encounter within a module is designed to kill PCs if just average events occur within the encounter.
It's still just a game. Meant to be fun. Sorry, but rolling up a new PC because the module designer thought a CR 8 encounter against level 3 PCs would be fun for the DM, does not make it fun for me as a player. This level of "campaign world realism" where a too powerful foe (or foes) is in the adventure because "it could happen" in a campaign world is not the reason to write these uber monsters into a module. It just means to me that the module designer made a design mistake.
It is just obviously not there to be fought.
Because backgrounds aren't a turn-off switch for a PC's brains, unless you took "suicidal maniac" as a flaw. Now, some people do, but that's their choice.Then why does the background of one of the premade characters specifically tell you to kill it?