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

    This is one reason why I don't really advocate a "quest" approach to FRPGing. As per the posts I linked to, rather than a deadline caused by something the GM thinks the players should care about (eg the hostages will be sacrificed in 3 days time), I think it makes more sense for the GM to...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Doesn't that depend a bit? I mean, constant pressure in my real life is exhausting. But pressure - in the sense of being confronted by challenges/obstacles that I can't ignore - in a game seems like an aspect of playing the game. The (rough) uniformity of resource suites in 4e D&D certainly...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I did this occasionally in 4e D&D - eg when the PCs fought Torog, I haven't dug out my notes to see what level of encounter I treated this as - I suspect level 30, given the expected contribution of the escalation die. I assume similar sorts of approximations can be used in 5e? That's not my...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I GMed 4e D&D with the same group for something like 150+ sessions (the full 30 levels, over nearly 8 years). These rest issues didn't come up. I can think of two main reasons for this: (1) There was no intra-party tension, because everyone was on the same schedule. (2) The players understood...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Confining myself to the context of 5e D&D, I think this is where the sorts of things that @AnotherGuy mentioned become relevant: I don't see how 5e D&D is all that different from classic D&D, when it comes to the "rest economy" in these sorts of adventures. A group playing AD&D or B/X has...
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    Contemporary Simulationist TTRPGs [+]

    I think that the "watcmaking" simulationist RPGs - the one I know best is Rolemaster - are especially trying to mechanically represent inputs into the given task. A limitation that can arise is that they don't necessarily correlate that full spectrum of inputs into a "realistic" range of...
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    Contemporary Simulationist TTRPGs [+]

    I'll mention Torchbearer 2e. It has skill-based PC build, where the PCs have long skill lists (a bit like the classic sim games such as RM, albeit a little more streamlined in some respects). Conflict resolution is a bit more abstract than a classic sim game - although it still has armour as...
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    Your Three Desert Island RPGs

    Burning Wheel + Torchbearer 2e (I'm gonna count these as one!) Prince Valiant Classic Traveller
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    Describe your last rpg session in 5 words

    Torchbearer 2e: Bats, explosion, temples, iron mask.
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    5e D&D doesn't, by default, have techniques like applying a penalty to all rolls to reflect the fact that the passage of time has set back the PCs (because it doesn't use that sort of abstract approach to setting difficulties). It relies on the GM manipulating the fiction - the "narrative...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I don't have a strong intuition about the timeline. But I've got no reason to think that those saying "tomorrow" or "2031" are any better placed. And frankly, a product that sells strongly for the next 5 years looks to me like a win for WotC! In addition to this, I find the idea that there is...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    My favourite version of D&D is 4e D&D. It's maths is tight, it's game play is pretty intense, and it does not require the GM to "balance" the "adventuring day", because all classes are (more or less, and setting aside some Essentials classes) on the same recovery schedule. I also find it very...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Upthread you've called for statistically valid surveys. Are these observations of yours statistically grounded? I'm not seeing what your evidence is. I mean, given that 5e has been around for 10 years, I assume that most 5e players are not fans of any of the earlier editions that you mention...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    At a lot of tables, the GM doesn't control things by anticipating the maths. The GM controls things by intervening directly, fudging dice rolls or manipulating the fictional situation.
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    To add to Parmandur's post: Looser design and looser maths makes it easier for the system to drift, and creates more room for GM injection of control over the direction of play. Both these things seem fairly central to a lot of mainstream D&D play. Another effect of tighter maths is to make...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I didn't say anything about design being good or bad. I talked about WotC's reasons for doing this or that. I don't see why WotC has any reason to release what you would consider a better product. It's a game, played by millions of people mostly (I suspect) in a pretty light-hearted way. I think...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    This sounds similar to 4e D&D, where the maths relative to a given level of play is pretty flat. The rationale for level-based escalation in 4e D&D is to ensure a type of "story progression" as the game goes on, from Kobolds up to Orcus. It doesn't affect the difficulty at any given level. The...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Yes. This isn't controversial, is it?
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I think I'm failing to see what reason WotC has to do all this. What's the evidence that the current 5e rules are causing any commercial detriment to WotC? You don't need statistical testing to tell you that at-will paralysis on any attack, in a game where save success is in the neighbourhood of...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I think it's a pretty natural upshot of combining resource-based play with GM authority over pacing. Originally, D&D was not designed around GM authority over pacing. You can see this, for instance, in Gygax's advice on Successful Adventures in his PHB; and in Lewis Pulsipher's essays in White...
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