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  1. Charlaquin

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

    I think if you want to define “quantum ogre” in such a way that random encounter rolls for the definition, it’s no longer a useful term.
  2. Charlaquin

    Critical Role's Campaign 4 Opens With a Funeral and Plenty of Intrigue

    Apparently they rolled stats using 5d6, keep 3.
  3. Charlaquin

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

    It’s definitely not the more likely reading, especially given the confirmation from the devs cited earlier in the thread. But, whatever, it doesn’t matter. People are asking me how I resolve long rests in the dungeon, and I use the “it takes an hour of combat to interrupt a long rest”...
  4. Charlaquin

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

    No, it takes an hour of combat to ruin a long rest by the 2014 rules. In the 2024 rules, simply rolling initiative is enough to interrupt a long rest, but it being interrupted doesn’t ruin it, it just means you need to add another hour to the time required to complete the rest.
  5. Charlaquin

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

    Correct. I just use the normal rules for interrupting rests, which in base 5e means, no it won’t be interrupted, and in the 2024 rules means every time they are interrupted it’ll take another hour to finish the rest, which works out to about 3 or 4 more random encounters before you’ll be able...
  6. Charlaquin

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

    It’s a 99.95% chance of a random encounter, which yes, the players should take as a guarantee. Like I said, it’s most likely about 5 random encounters using the 2014 resting rules, or about 9 using the 2024 resting rules. It’s not a quantum ogre, that’s where you present the players with two (or...
  7. Charlaquin

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

    I mean… it’s supposed to feel like time is being wasted. The entire point is to provide time pressure, to make the players want to move it along. But, no, I don’t have a finite number of monsters in the dungeon that random encounters deplete. Random encounters aren’t even always fights with...
  8. Charlaquin

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

    Oh, I see what you mean, thank you for clarifying. Sure, in which case they’ll feel like they’ve earned the fights to come being easier because of the work it took to get the rest, which I’m fine with. Yes, I explain my system for random encounter checks as a part of session zero. Rolls are...
  9. Charlaquin

    D&D 5E (2024) Feywild technically doesn't mention the Seelie and Unseelie Court

    I’ve long been a fan of the interpretation that Unseelie believe non-fey that end up in the feywild should be held to the local laws. What comes across to mortals as the Unseelie being hostile is just them holding you to the same standards as they would each other, not viewing your ignorance of...
  10. Charlaquin

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

    I build most random encounters to Easy difficulty. They’re still an effective deterrent for players wasting time in the dungeon because they tax resources, and because as previously noted, 5e has a way of making players feel like their characters are in more danger than they really are.
  11. Charlaquin

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

    That’s fine. It still makes waiting around for 8 hours in the middle of a dungeon waiting for monsters to come beat you up a risk most players aren’t going to want to take. Even if they can resume the rest afterwards, they’ll very likely need to get through multiple fights, without armor, and...
  12. Charlaquin

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

    I’m not sure what you mean. The risk will be enough to prevent the players from trying to long rest in a dungeon most of the time. They might still try it if they’re desperate, but in that case the odds of going 8 hours without a random encounter will prevent them from finishing a long rest most...
  13. Charlaquin

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

    Yeah, RAW rules for random encounters suck.
  14. Charlaquin

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

    Rolls for random encounters at regular intervals. That makes it the player’s choice if they want to risk taking a long rest in a dungeon, knowing that in the time it’ll take them to do so, X number of random encounters will be rolled for, and if any of them succeed, the rest will be interrupted...
  15. Charlaquin

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

    Prior to the 2024 DMG, most attacks that dealt poison damage first had to hit with an attack roll, usually dealing a very small amount of piercing or slashing damage on a hit, and then forcing a Constitution saving throw, dealing a much larger amount of poison damage on a failed save, and often...
  16. Charlaquin

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

    Alright, well that’s definitely the problem. I don’t suspect you’re much slower than most, no. You’ve just got an above average sized group of players who tend not to play at a very fast pace, fighting combats that are probably significantly above the expected difficulty. There’s nothing wrong...
  17. Charlaquin

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

    They had Freeform skills in the first few packets, and I loved it! Narrowing it down to a set list was one of the changes I was most unhappy with. 🙁 EDIT: Also, I think the influx came well before Critical Role and Stranger Things (though those both rode the wave and helped it get even bigger...
  18. Charlaquin

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

    Oh, ok, so it was meant genuinely. In that case, yeah, I agree. This is excellent advice for DMing 5e!
  19. Charlaquin

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

    Yeah, I will say one of 5e’s strengths is that it can make players feel like their characters are in great danger, even when their victory is basically assured.
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