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  1. mamba

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

    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
  2. mamba

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

    my understanding is they don’t, you decide on which option you pick for a campaign based on its style
  3. mamba

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

    tight rules do not mean things have to be challenging, it just means they are pretty predictable 6-8 encounters per day does not feel like a combat-light story. If people can ignore that, they can also ignore 3-4 better controlled encounters and either reduce the number or challenge as needed...
  4. mamba

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

    no idea what their current sales numbers are. I was not interested in most of their recent offerings, but that means nothing to WotC
  5. mamba

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

    well, then I hope their other market research does its job
  6. mamba

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

    I did not say they should not poll, I agree they should.
  7. mamba

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

    not what I said, as I pointed out they discarded some things that the polls actually approved and did decide some things without ever polling them. So they are making their own decisions, whether they poll at all or not. So they get the blame for the result. They also get the blame for how...
  8. mamba

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

    sure, and yet they decided to not just go with what the UA polls said despite that. Also, I sure wish they had better polls if they actually want to figure out what preople want and act on it. Their current approach is pretty useless, except for identifying total duds
  9. mamba

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

    I blame WotC more, for one they are supposed to be designers, not just pollsters. For another they did shut down changes that made it past the threshold because they got cold feet and feared they might not be compatible enough (they did not mention which ones) It’s also not like they asked for...
  10. mamba

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

    tighter math still lets you manipulate the situation, and you still can fudge die rolls too. You might actually have to do that less because you could better predict the outcome. If you vibe your encounters instead of giving them some thought, you might have to do it as much as before however...
  11. mamba

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

    yeah, that part is definitely true decided not to wait that long ;)
  12. mamba

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

    I doubt that, the first half of the playtest showed that they were more willing to experiment than they would have been if the 10 years of conservative feedback were a factor / existed. What killed it was somewhere between them getting cold feet and feedback to the UA. More the former though...
  13. mamba

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

    yeah, their level of adherence to backwards compatibility basically killed 5.5 for me, along with me not actually liking the general direction
  14. mamba

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

    I don't know, to me looser math just means it is harder to predict the outcome, that to me is the opposite of a DM being able to control things. That is a choice, no one is forcing the DM to go for a dangerous to deadly encounter every time. It just means when they do it, the encounter actually...
  15. mamba

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

    I would have to check how often there actually are that many encounters in a day, my gut says it is frequently less. Even if they always put 8 encounters in a location, they have no idea whether a party will tackle them all during one rest or not however. eh, not very tight does not help keep...
  16. mamba

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

    I don’t think that guidance is 1) all that realistic with its 6-8 fights and assumptions of no long rests between any of them, and 2) still not very tight, even if you were to follow it If your guidance requires player buy in and players not using easily available abilities (rope trick / tiny...
  17. mamba

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

    you can always go lower than what the encounter building rules tell you. People apparently do that today and are happy with it. The difference with tighter math is that you have a better idea of when an encounter is easy and when it is too hard. No one is forcing ‘you’ to always tightly create...
  18. mamba

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

    so you think that the casual gamer will bounce off a game with tighter math? If a tightly-designed D&D could capture the same audience, WotC could sustain it after all
  19. mamba

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

    but no one really knows where that line is. Is any game with elves, dwarves, dragonborn, barbarians, and sorcerers D&D? Clearly not, see 4e, but it still is a pretty wide spectrum, see 1e/2e, 3e, and 5e I refuse to believe that having a good game design means a game cannot be D&D at the same...
  20. mamba

    Daggerheart Class Packs kickstarter is live.

    definitely true, but they do not have a big supplement ready, so…
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