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  1. tetrasodium

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I don't think that's accurate with 5e because warlock /monk players approaching the game from a video game mentality can push hard for a rest every fight or two and most players don't want to walk into fire being the one to push back while one or two players keep pushing hard for repeated lunch...
  2. tetrasodium

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

    Why did you quote my post asking for the point where it will actually matter and simply restate the empty assertion? I'll use a picture Phase 1 is a narrative consequence ignored. The specific consequence is irrelevant to the discussion because there is no disagreement over the idea that...
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    1760805618575.png

  4. tetrasodium

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

    I'm going to do something I hate doing and respond to your fisking with fisking in turn because this is going circles. It absolutely is railroading to shutdown a rest simply by declaring it impossible and there were pages of discussion on why that is the case earlier, you may want to jump in...
  5. tetrasodium

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

    Yes it absolutely is railroading by way of fiat, blatantly so. Even worse is that the system & class design is designed in ways that actively encourage it while providing only rest/recovery mechanics that are designed to allow players to override the GM with a successful rest through simple no...
  6. tetrasodium

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

    And? Skip to the part going into why it matters after she's dead?
  7. tetrasodium

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

    IoW original statement you've been defending since you made it falls flat because you were responding to @mamba saying "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...
  8. tetrasodium

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

    I named specific elements that previously aided the gm in giving all players at the table a reason for the players to care. You literally quoted those reasons while ignoring the system design problem being discussed in the quoted post to express outrage towards the players. At this point the...
  9. tetrasodium

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

    The question is what part of"why it matters" is being carried by the system not "if". All of your answers seen to boil down to some variation of "because the players chose to care" or "because the players fear fiat" with a side of outrage that the system is expected to carry weight for the gm...
  10. tetrasodium

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

    No. If you can't explain why it matters enough to make pushing onto keep charging through attrition the optimal choice instead of taking the rest in any way other than condemning the players taking the optimal choice then you have confirmed that the system fails so hard to provide the GM with...
  11. tetrasodium

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

    You gave a consequence of the rest but not why that consequence matters. Look at the next order effects of saying 🤷‍♂️who cares🤷‍♂️and letting him die. The quest fails? And? This one only matters if the players believe the gm will Walk away. Other NPCs give the party gets cold shoulder...
  12. tetrasodium

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

    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
  13. tetrasodium

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

    Agreed. I'm livid about the many years of needing to argue the point of why I need to do/change x &y or whatever with players who are certain wotc would have done something by now if I wasn't pushing badwrongfun when even a freaking UA that spells out the problem in no uncertain terms alongside...
  14. tetrasodium

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

    Unlike Payne, I think that it's a case too down from corporate hardcore Dunning Kruger and the fact that it took a former wotc employee to look into what has been pointed out by looking into the math well into their track on the "former" part at another company for over a decade supports that.if...
  15. tetrasodium

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

    No I don't believe it's just assumption, I'm sure wotc would like to continue selling book and avoid becoming some guy from Nebraska Eventually they will have either saturated their walled garden or lost too many customers who find that endlessly "consulting the majority of players" doesn't...
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    1760707305927.png

  17. tetrasodium

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

    Evidence flatly contradicts this and demonstrates the Way design sets up the gm for failure. PCs and wildly overpowered by expectations mearls noted. The gm can make the players unhappy by nerfing them directly, railroading them to deny rests, changing the rest mechanics, or running a silly...
  18. tetrasodium

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

    That's a distinction without value though and was my reason for being explicit that nearly every game is going to be one GM and multiple players. When wotc makes polls asking "players" what they think with explicitly asking if they are a player with a PC or a gm who is responsible for running...
  19. tetrasodium

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

    So is there a point you feel that wotc should consider thinking about gms instead of brazenly ignoring the desires and needs of gms given that just about every table is going to have one GM and multiple players? Failing to do that is why so many of the 5e issues being discussed in this thread...
  20. tetrasodium

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

    GM and players need to run combat like rainman or the matchup needs to be on par with Superman vrs some random and fifth graders Edit: I have no interest in doing either in service of supporting poor design choices
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