D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

The real goal is to not make rests the obvious best choice every single time, and to achieve that through mechanics rather than because the DM finds a way to have negative story impacts to counter the players innate desire to constantly rest, i.e. the players want to push on rather than the DM having to twist their arms for them to do so
In my experience, people don't need much if any pushing, they just go with it naturally.
 

log in or register to remove this ad

it’s not like you can opt out of the rest based approach of D&D either, the only difference is that in D&D taking a rest is always the right answer whereas in DS! it depends on the situation

From a strictly mechanical stand point (assuming the rest is finished), sure taking a rest of optimal. But that's not at all true from an actual game perspective. There can be all sorts of problems for a group that rests "whenever they want," as opposed to wisely picking their spots.
 

From a strictly mechanical stand point (assuming the rest of finished), sure taking a rest of optimal. But that's not at all true from an actual game perspective. There can be all sorts of problems for a group that rests "whenever they want," as opposed to wisely picking their spots.
No it really is the optimal choice because when you really look at those "problems" it very quickly becomes clear that they only matter if the players choose to care enough to pretend like they do or when the gm invokes railroad level fiat to make it matter
 
Last edited:

So WOTC actually listens to the community, it's their fault
It's a damned if you do, damned if you don't situation. Someone's gonna have a problem, cuz you can't please everyone. Either you design for you, the designer(s), as you think it should be, or you listen/bend to player opinions on how they think the game should work.
Personally, I like more "opinionated" design, so the former; but I can see how a big game like DnD might require the latter.
 

O it really is because when you really look at those "problems" it very quickly becomes clear that they only matter if the players choose to care enough to pretend like they do or when the gm invokes railroad level fiat to make it matter

I don't really understand this statement.

The group almost certainly cares about accomplishing whatever objective they set out on. Let's say that objective is to bring in a certain fugitive. They learn the guy is at a certain location. If they choose to rest for 8 hours (to be at optimal strength) before going to get the guy, they won't care that he's gone by the time they get there? And is that considered railroad levels of fiat?

Or if the group is moving through known hostile territory. It should be a real issue/discussion whether they hurry through in a weakened condition or plunk down to rest and possibly encounter hostiles (let's ignore tiny hut, as that's a different issue/discussion).

8 hours is not some trivial, inconsequential amount of time. Though if it's not enough there are options (longer rest requirements, only having a long rest in specific "safe" areas) which work for many DMs (and yes 5.24 cut those options from the DMG, to the dislike of quite a few).
 

I'm not sure of the ratio to those that want to push that reset and those that dont.

Agreed that it is a problem for some styles.
The entire problem is because people cannot run six encounters in one session.

I'm happy with design so that you that you want many encounters over multiple sessions.

By the existence on this thread the majority of players do not run multiple sessions over a single adventuring day .
 

In playtesting phase that preceded 2014 and 2024, some of the designer proposals were radical. It was often the survey feedback that prevented their implementation. Once everything is in place it is more difficult to significantly change, but surveys were part of how they arrived in the first place.
I remember. I also remember them telling us that they were radical and would likely fail.
 


I wonder if it is possible to thread the needle for pacing between encounter and daily.

Switch all class features to encounter powers and at-wills, for better math and robust balance.

Then add "rituals". These rituals are magic items, that then have specific requirements to fulfill in order to perform. So there can be big powers that get exhausted, but the DM has more say if, when, and how they happen. The DM can more easily account for such novas.

Also narratively, this combination of reliable encounters plus special big rituals is how most stories about magic work.
Welcome to 4th edition! :)

In seriousness, that is most how 4e worked. The rituals were usable more often but they cost gold to use, but the same general outline of what you put above.
 


Remove ads

Top