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  1. Mort

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

    You have people, in this very thread, who discount the DMG guidance. Who say the encounter math is ALL that matters. And any attempt to go beyond it is unfair limiting of the players.
  2. Mort

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

    These are the "only" options if we assume that each encounter is its own self contained unit. And if so, there are plenty of solutions, heck 4e basically solved it. Personally I like the conundrum, the give and take of thinking - yes we could easily overcome this encounter, but should we? What...
  3. Mort

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

    But how would Mearls know about that? Not like he was a named author on the book or anything!
  4. Mort

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

    The disconnect seems to be: There are some who believe narrative consequences are not "true" consequences and that players can just ignore them. That players are not exploiting the system, but playing as intended (by resting whenever mechanically optimal). Because the DM doesn't have the...
  5. Mort

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

    You're right, I think we're going in circles.
  6. Mort

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

    The DM is IN NO WAY blocking player action/limiting player agency. The group can rest if the wish, but there are logical consequences for doing so. When they rest, time passes. Are you honestly advocating that the PCs operate inside some kind of time stop where, when they rest, the world...
  7. Mort

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

    Yes, as I originally said, For the players to be properly challenged (assuming that's what the group actually wants, many don't), the DM must (and must know how to) control the pace of play. This isn't railroading or fiat, it's running the game and game management. Your position seems to be...
  8. Mort

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

    It matters because the players want to complete the quest. If they don't, why exactly are they playing? This, again, assumes complete disengagement for the game and the setting. If this is the case, why are the players even playing? How are setting incentives not "credible incentives?" You are...
  9. Mort

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

    Of course the players have to "choose to care," Player engagement is absolutely key in any gaming experience. System design can certainly help in rewarding players engagement. But you seem to be saying it can force it? That the system can force the players into better system engagement and...
  10. Mort

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

    You've completely lost me. I just don't understand. The players are presented with the choice of failure of their objective if they choose to fully rest. If the objective is important to them, they'll power forward, if not they'll rest. So the point is to make sure they actually care about the...
  11. Mort

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

    I'm sorry, but who the heck are you playing with? My players absolutely care if their objectives fail - that's one big reason they are playing the game. They also understand consequences resulting from their actions. I've never DM'd for or played in a group that just simply "didn't care." Why...
  12. Mort

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

    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...
  13. Mort

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

    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.
  14. Mort

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

    That actually tracks. The biggest difference, for me, has been sticking to a more 4e approach to NPC'S, which is still quite easy with 5e. Namely that they just need to serve the purpose they are for. Where 3e really preached designing the monsters and NPCs just like PCs. Which got more and...
  15. Mort

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

    I've found 5e much more DM friendly than 3e. Specifically, DMing 3e to high level (tier 4) became a difficult slog for me. I've found DMing high level 5e significantly easier, and have enjoyed DMing through tier 4 a lot.
  16. Mort

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

    You're missing a major part of the 5e market, young people. When my son was in 7th grade (about 6 years ago) he joined the D&D club, it was BY FAR the biggest club at his middle school. It was so big they had to get a bigger room for it, and there was even a wait list - with parents calling and...
  17. Mort

    Critical Role Campaign 4, Episode 2: Celestial Horrors and Powerful Houses Emerge as Potential Threats

    I think Campaign 1 had some things really worth emulating. For example, the way Mercer world builds. Starting small and then expanding from there (both in terms of the physical world and the lore) is a great way to do it, not the only way, but a pretty good one. Exandria is now very developed...
  18. Mort

    D&D 5E (2024) There is sauerkraut in my lederhosen: Snarf's Guide to Using (and adjudicating) Skills in 5e

    I've always been a big fan of alternate abilities for skills, as long as there's a good explanation and it's not absurd. Sure that means results by table may vary, but since I'm only concerned about my table when I DM, it's generally not an issue With the History skill, I consider it not just...
  19. Mort

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

    At the end of the day, it's usually about space issues, pretty hard to fit everything in. WoTC picked a side. They wanted to present (even showcase) the game as written. Can't blame them at all, one of the biggest complaints of prior DMGs (Certainly of the 5e one) is that they are opaque for...
  20. Mort

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

    Unlike prior DMGs, the 5.24 one seems much more a new DM primer than a DM Toolbox. From what I've seen "alternate" rules are all but gone in favor of much more advice on running the game as presented. It's a more focused supplement. Which, of course, doesn't help those looking for an alternative.
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