Raising monster HPs and limiting Smites per round are BOTH lazy solutions.
Just (a) design your encounters better and (b) design your workdays better so the players actually have to face attrition.
Which limits the kinds of stories you can tell...
How do you tell a story about a long but peaceful investigation followed by a life-and-death fight, when attrition is required for a life-and-death fight to happen?Not in the slightest.
I agree, that's tough. A couple of possibilities:How do you tell a story about a long but peaceful investigation followed by a life-and-death fight, when attrition is required for a life-and-death fight to happen?
How do you tell a story about a long but peaceful investigation followed by a life-and-death fight, when attrition is required for a life-and-death fight to happen?
By setting up a huge kick ass fight at the end of the adventure. Easy.
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I think somewhere in there you forgot what you were arguing...
By setting up a huge kick ass fight at the end of the adventure. Easy.
It is certainly true that simply stating your opinion with nothing to back it up isn't "arguing". It's also not a very useful activity for either you nor those of us reading your posts.I'm not arguing. Nova'ing isn't a problem.