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  1. payn

    Who's on your geek Mount Rushmore?

    Its ironic that Wheddon wrote a line from Firefly about statues begin erected to celebrate people that were really butt holes in one way or another.
  2. payn

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

    Wait...you want tight math and level disparities in the party... Fair enough. Each piece is not of equal value though, but has advantages and disadvantages in the proper situation. They dont just all do the same thing with different carvings as to their representation.
  3. payn

    Who's on your geek Mount Rushmore?

    The Beastie Boys and Biz Markie.
  4. payn

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

    If true, its rather ironic that the best selling edition ever was designed mostly by folks who dont play it. It sounds like a modular solution and I agree it would be pretty sweet. Too bad those grogs pushed 5E in a design direction that blew the doors off expectations and the solution hasnt...
  5. payn

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

    Isnt that completely represented by Black Widow and Hawkeye tho? Gandolf and the rest of the gang? Eleven and the hellfire club? Its not like this isnt present in narratives everywhere in fiction. In fact, you just convinced me that the everybody balanced is actually not common. Even chess has...
  6. payn

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

    That unreliable combat math is exciting because its not predicable across the entire adventure. Adventure day is a marathon not a sprint so obviously it isnt gonna work entirely the way you want an encounters based game to. 5E is trying to give us both what we want, but I suspect neither will...
  7. payn

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

    That wont work for me because I want the adventure day attrition model. More importantly, I want those resources in the hands of the players not the GM. Based on what? I think the issue I have is folks seem to use "the community" and "most stories" as weights to their arguments. Its not...
  8. payn

    Worlds of Design: Grounding the Game

    I dont use D&D Illl tell you that much. I dont see that as an issue, I like the complex combat systems in RPGs as much as I like the streamlined ones that facilitate TotM. In the latter, I usually let the narrative drives spatial relationships to creatures and objects. We dont have codified...
  9. payn

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

    Its always going to be a rub, but at the end of the day I dont blame the designers for what we have. There is absolutely no right answer to this (despite folks thinking there is). What they have done is given us a middle of the road system on a easy to mod/hack system to make it work the way you...
  10. payn

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

    Its a complicated answer. I think folks have moved from old school survival sim where death is just a likely outcome of any particular adventure, and a more narratvist take in which the PCs are main characters of a story and if they die easily its not for the betterment of the game. The middle...
  11. payn

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

    Some people do. Some people want what you want. Not everyone does. Please speak for yourself.
  12. payn

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

    You might feel like you cant do any of those things or that WotC must do them for you, but I certainly dont. I think its time for you to read the DMG again.
  13. payn

    Worlds of Design: Grounding the Game

    I was gonna say the same thing.
  14. payn

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

    Key word is eventually. You think its tomorrow but its really 20-30 years from now.
  15. payn

    Contemporary Simulationist TTRPGs [+]

    It isnt a game day, its an adventuring day. It's not a simple game mechanism for deciding outcomes, its a series of systems that can interact in a myriad of ways to deliver eventual combined outcomes. Which is why when it was written in a way to explain at wills, encounter, and daily in 4E...
  16. payn

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

    This is an sssumption that your preferences are what folks want in D&D I wouldn’t be so sure of. Lotta folks trying to do the talking today for everyone else it seems.
  17. payn

    Contemporary Simulationist TTRPGs [+]

    That’s a very odd game play mechanism to model a “game day” and not be a simulation.
  18. payn

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

    Not of benefit because it’s old school. You got the taste part right to which there is clearly no accounting here.
  19. payn

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

    If you want the game to be an encounters game, then yes short rest makes sense. If you want an adventure day attrition model, long rest works better. Having both leads to 7 lunch break work days.
  20. payn

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

    4E encounter powers drove the quantity up. Folks dont want to give them up so now we got 7 lunch break work days for encounter power short rest classes..
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