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

A total party kill is not the only failure outcome. Just one player character dying would be enough. The rules probably don't really "support" that well right now. But once the party needs at least something like a Raise Dead (or walk into a tavern to find a trustworthy enough fellow to fight on their side), it's a serious loss.

But determining the "chance" of TPK is actually really hard, because it's not just "math" because tactical options exist. But how do you determine the likehood of players and the GM to always do the right or wrong tactical options? Will they block choke points to reduce the amount of enemies that can attack effectively, will the Wizard drop his Fireball or a Gust of Wind or Slow at the targets where it matters the most? Will the Fighter knock some oppnent down at the right time, will the Cleric move his spirits to the right place to affect or hinder the enemy's movements, will the heals hit the target that needs it right now (or should it really have been a different spell all together that would have denied an attack?).
To add to this: while the PCs, typically, do not want to be in combat, I assume that people playing a game which has an intricate combat system enjoy that system. And so the reason for having combats as part of the game is that pleasure.

Part of the pleasure consists, as you say, in successfully deploying options. But this doesn't have to mean optimally deploying options. There doesn't need to be some unique optimal play in order for players to enjoy making game play decisions. There just has to be an interesting context for decision-making. Varied encounter set-ups, and synergies between the various players' options, are two ways to create this sort of interesting context.

As far as consequences go, these can be significant without involving any fatality. The same "narrative consequences" that various posters are suggesting will drive players not to rest, can be used to create consequences for fights other than death.
 

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if every adventurer 'just knows' about how fire stops troll regen because it's 'common knowledge' i don't see why every intelligent enemy wouldn't also 'just know' about tiny hut and how using dispell magic will get rid of it.

If an enemy is intelligent enough to cast dispel magic then obviously they are intelligent to know they can dispel Tiny Hut. Has anyone ever questioned this?
 

Perhaps combat magic is powered by the emotions generated by deadly conflict and there is no way of replicating this outside of fights to the death.
The Torchbearer 2e version of Lightning Bolt can only be cast during a "warfare" conflict, that is, a skirmish or battle involving units on each side:

The magician channels the terror, hatred and ecstasy of armies in battle into a bolt of white fire from the heavens — hammering down on their foes. . . . Hammer of Heaven strikes with concussive force, temporarily deafening anyone affected and shattering fragile objects. . . . Hammer of Heaven may only be cast into warfare conflicts. To do so, the caster must be a hero or commander in the conflict . . .​

(Lore Master's Manual, p 60)
 

If an enemy is intelligent enough to cast dispel magic then obviously they are intelligent to know they can dispel Tiny Hut. Has anyone ever questioned this?

That.

MM numbers say one thing. What turns up more often?

Humanoids, undead, evil wizard/cults, demons/devils.

NPC spell casters are usually mire common the frequency of MM appearances.

Don't ling rest in those areas were you should know the enemy has access to spellcasters. Like an evil wizards lair or clerics of a god/archfiend.
 

No. I present the situation. Sometimes that comes with some sort of time pressure. Usually it doesn't. The players cannot know that there isn't something happening off screen, though, so they often pressure themselves.

There is no effective difference. Perceived pressure vs. real pressure both = moving at the same pace towards the goal. There's a reason that the saying, "Perception is greater than reality" is so often said.

The players almost never have that knowledge, because I don't sit behind the screen very often and say, "Go ahead and take your time. There's no hurry. Nothing will happen if you rest." It does happen occasionally under special circumstances, but the vast majority of the time they only have their perceptions above.

And this is full of bupkis. I don't have to be like, "Hey guys. Go ahead and take your time. No worries in the world!" or else I'm creating pressure on them. The players can in fact invent pressure for themselves without any help from me.
"I'm not creating anything! I'm just completely controlling what players are allowed to know so they believe they're under pressure when they aren't! That's 100% on them!"

Pull the other one, Max. If you lead them to believe it's pressure, that's your doing, not theirs.
 

"I'm not creating anything! I'm just completely controlling what players are allowed to know so they believe they're under pressure when they aren't! That's 100% on them!"

Pull the other one, Max. If you lead them to believe it's pressure, that's your doing, not theirs.

Sometimes the players believe theyre under pressure when theyre not.

I rarely use a hard time limit. If I do the players know about it.

I do run a living world. Consequences basically. You can. 5MWD but hpld, loot, xp, magic items etc may be missing if you do it.

More of a soft time limit.
 

Sometimes the players believe theyre under pressure when theyre not.
For better or worse, caring about time can be a learned behavior for players.
I had a table that didn't care about time. Then, for probably 10 sessions, time was very important and they got super serious about it. Then, even after that period of time was over, they stayed super serious about time conservation... To the point that they refused to take any downtime, and it was really detracting from that part of the game, so I had to force them to take downtime.
I felt like I had scarred them 😆
 

"I'm not creating anything! I'm just completely controlling what players are allowed to know so they believe they're under pressure when they aren't! That's 100% on them!"

Pull the other one, Max. If you lead them to believe it's pressure, that's your doing, not theirs.
You're imagining a whole lot that doesn't exist.

There is no "controlling what the players are allowed to know," and there is "so they will believe they're under pressure when they aren't," and there is no "lead them to believe it's pressure."

I don't run my game like that. You're barking up the wrong tree bigtime here. Any pressure they put on themselves is on them, not me.
 



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