Interesting. How do you envision that this is done without it being on the fly or falling to the whim of the DM?
Remember you referred to this as the encounter
base setup that must be done
as often as possible.
Does the DM adjudicate during combat the strength of the party and then decide, right they blew that last wave away - I can now double the critters for the next wave....or I overestimated the PCs, they were too weak, so I'm going to only let the next wave get here in 3 rounds?
It is a good thing the DM doesn't decide when they fall, right?
How is this any different to a hit point boost? Don't tell me, I got it. It's because it
falls within the realm of GM option for NPC choices. So similar to my
no one is the wiser comment which you had soooooo much to say about. Grief!
thank you so very much for taking this tact. It spotlights such a marvelous difference between our perspectives.
As you choose to ignore in the post your excepted i specifically called out "these also tend to provide opportunities for the PCs to see the way things are going and adjust as well..."
See, nothing at all in my position prevent you from having added to your dragon before the fight began "has the ability to heal themselves doing abc with cost xyc etc etc etc blah blah blah."
Just like in my setups the potential arrival of waves and sentries and so forth are there.
The difference is that i as Gm establish within the game prior to the event (not just in my write-ups) the waves, the possibilities not just as "maybes" but as "real and present threats" and so the characters can plan for and adapt to these. They know there are more goblins at other posts, some might be on the way, some might be turning and running, some might be looting the treasure room while boss gets killed etc etc etc. Matter of fact any and all of those might have been foreshadowed or made a part of the pre-event play - rumors of goblins cutting deals, swarms overruning intruders while the intruders got tied down, etc etc etc.
Its an engaged part of the gameplay and the in-game fiction that i as Gm can put right there in the foreground and the players characters can interact with.
Same vein i could have had the dragon self-curing be just as much a part of the pre-event or something shown in play that again allows the character to react and adapt to - maybe one character shifts to chill touch to keep the beast from curing or maybe other forms of "counter-healing at their disposal or maybe there were rumors that allowed the PCs to try and bring to the fight some counters to that healing.
In other words, the waves and the dragon's legendary healing are not treated as a secret behind the scenes "no one the wiser" element but an actual in-game element to be engaged.
Thats different from the "behind the screen i just change his HP to keep it going" by orders of magnitude.
I mean, if the Gm goal is **actually** massive awesome send off - what is more massively awesome - a hidden change to Hp nobody knows about and effort is made to hide from everyone *or* a known exceptional feature of the adversary they have to work/plan to overcome and do manage to do so?
Sorry but for me when i opt in for "raising the awesome" my go-to is not "stuff the players will never know and their characters have no ability to engage with." They actually seem to run counter to each other.
With just a little more effort that shows up in front of the screen you get a lot more awesome out of these things, in my experience.
As stated earlier, very different styles and approaches.