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  1. mamba

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

    art, larger font, Greyhawk, bastions
  2. mamba

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

    I don’t think 5e is unintentional either, and they all at least try for broad appeal. I eg do not see Daggerheart as aiming for a more narrow appeal than D&D. It might have a more narrow appeal, but I don’t think that was the intention. They all aim for ‘not quite 5e’ because going head on with...
  3. mamba

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

    guess we will see, an evergreen strategy only is evergreen until it isn’t. It’s not like TSR / WotC knew that what they were doing would jeopardize future sales. I am not even sure that it would have made much of a difference if they had used a different strategy. TSR failed for a lot more...
  4. mamba

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

    that was true throughout the past 50 years too and yet 1e to 4e invariably declined
  5. mamba

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

    day vs 3 encounters is just a matter of how many encounters per day there should be. I agree that the 6-8 from 5e are too many 1 encounter per day is no attrition however, either you survive or you don’t, that is it
  6. mamba

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

    yes, I understood that. I am saying they do those with Monopoly etc. because it keeps selling. They will do the same as long as 5e keeps selling. Once it does not however, I expect a bigger overhaul, see (2e to) 3e to 4e to 5e, and I for one do not think 5e will keep selling indefinitely
  7. mamba

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

    5e seems to do that for them… if you can be number one, why settle for 3rd place Pretty sure that most of the commercial TTRPGs (Pathfinder, Cosmere, Daggerheart, Draw Steel,…) as opposed to the one person heartbreakers want to also be as successful as they can be and that influences their...
  8. mamba

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

    because it keeps making money… When 3e stopped doing that we got 4e, when that stopped we got 5e. In neither case did we get a minimal update the way Monopoly does. They will not continue to churn out 5e stuff when its sales drop to 10-20% of whatever they are now (and 2024 falls into the ‘5e...
  9. mamba

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

    rules changes did prove fruitful, after the prior edition had fizzled out they reliably resulted in large sales until they too invariably declined and fizzled out. The only difference is that 5e has not fizzled out (yet?), once it does I expect drastic changes, until then they would be stupid...
  10. mamba

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

    while it is true that I doubt they will make big changes again because of their 4e experience (at least not until 5e well and truly fizzles), I don’t think that this is the right takeaway 5e was a departure from what came before, it can only be seen as a return when you look at 4e only. They...
  11. mamba

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

    then dunk it? Why would you release it if you know it will fail? Also, you can come up with a chassis for this without much playtesting, that part is about statistics and design, you do not randomly tweak things in hopes of getting there. Playtesting comes after that
  12. mamba

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

    I still think DS! basically is the answer to this. incentivize not resting and get attrition from HP & HP recovery
  13. mamba

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

    but none of them are by D&D / WotC standards… It’s great that they are successful by their own standards, but that qualifier also explains why WotC is not following their path
  14. mamba

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

    not really… depends on how many tips, pointers and examples you provide and how good they are, but stuff like is not the least bit helpful, it does not get anyone any closer to a solution / approach
  15. mamba

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

    and I think it is important to have the option to do so
  16. mamba

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

    it’s not like we have to guess this…
  17. mamba

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

    and humans got by without penicillin, doesn’t mean they should abandon it once it was discovered If the lesson needs tweaking, then tweak it, don’t abandon teaching
  18. mamba

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

    because the best way to teach swimming is to toss someone into the pool and walk away…
  19. mamba

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

    you are not a big darn hero when you beat up the (relatively) weak and steal their stuff. You are a hero when you stand for what is right and do not back down even when the odds are against you nah, that has nothing at all to do with it, villains do that too given that the attrition loop is...
  20. mamba

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

    CR represents the relative power of the monster, no need to throw that out. Your examples all are about encounter building, not CR. I would not throw that out either, it’s still a baseline. Having a baseline is better than not having anything, even if individual DMs will have to tweak the result.
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