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  1. mamba

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

    when was the last time 30 seconds of exercise counted as strenuous activity? ;)
  2. mamba

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

    ah, I see, I am looking at different rules than you do ;) Googled it and used the link, which is from 2014 rules https://www.dndbeyond.com/sources/dnd/basic-rules-2014/adventuring?srsltid=AfmBOoo0pf5Eaumw0LQ9GghEfGqqRGuZN2DY-QpsAZ9HwFuYT5lzne9t#LongRest The full text is “A long rest is a...
  3. mamba

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

    that is not what the rules say, am I missing something? Are you thinking of short rests? yeah, not everyone needs to, some people are ok with playing with a suboptimal strategic approach ;) I wish the game would encourage it more rather than actually discourage it through the rules, see Draw Steel.
  4. mamba

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

    So if I understand this correctly, there is a 2/3 chance per hour for an encounter in a dungeon, so 8 hours of uninterrupted rest are essentially never happening? Given that no fight should take that long, does it take 3 fights or so before the rest is ruined? guess not then, suppose they do...
  5. mamba

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

    that is only a problem if you do not gain some resources from not resting. I like how Draw Steel makes you stronger in combat if you do not rest while attrition comes from your health. So you have an incentive to not rest every chance you get but to push forward (and if timed right, you are at...
  6. mamba

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

    sure, the point was more that the danger is by default artificial doesn’t matter, I could have written no one ever makes it to level 5 just as well, which affects your game whether you play an AP or not
  7. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I didn’t mean to say that there is zero fiat, only that there is less room for it
  8. mamba

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

    yeah, but usually a welcome one. No one is really expecting anything negative from going to a haunted house ride either, and they are popular for the scares I mean, the danger mostly has to be fake, if the odds are 50:50 and you have a hundred fights over your adventure path, no one will ever...
  9. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I guess that is my point, AW is more prescriptive (a rule for resolving any declared action), D&D leaves more up to DM fiat
  10. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    yeah, that is where the 'giant' part comes in ;) I agree the analogy has it limits, but the available 'moves' and their resolution to me still feel more restricted than in say D&D I'll drop the analogy though, did not help clarifying things...
  11. mamba

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

    I doubt it too, I believe it should
  12. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    you explained it better below mostly the bolded part (I am aware of the rest, but that is where the analogy does not work as well)
  13. mamba

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

    yeah, especially since they gradually shaved off most of the actual attrition… 6e should move away from that to a per encounter approach or something like this one
  14. mamba

    Hasbro Opens New Wizards of the Coast Video Game Studio in Montreal to Support D&D Franchise

    sounds like it, but it's not like the 2024 UAs went much better. They too scrapped stuff instead of iterating on it even once, and not just things that were deeply unpopular. They even threw out things that did meet the threshold because apparently some individual comments are enough to make...
  15. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I don’t see anything you wrote here contradict anything I wrote…
  16. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I never liked race as class, I can live with each race have a handful of unique classes though I guess (never tried) Race only in a very wide context is what you are if humans are anything to go by however. Certainly in a way that encompasses all (A)D&D classes
  17. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    not sure, they replace what used to be the class sure, but that doesn’t mean they are all that similar. The class defines abilities the character has, the playbook goes beyond that, it tries to drive a narrative / define the narrative role of the character. The class-character can also attempt...
  18. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    for a Tomb Raider RPG it would not be different, I don’t think that is a wide enough scope however to keep things interesting, that is my point
  19. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    the ‘it’ is not important, let me rephrase it to ‘your description sounds like you envision TTRPGs as giant state machines’ you may be right, I used theme more as setting / topics of fiction. I agree that it covers a wide scope of those while creating similar experiences across them out of...
  20. mamba

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I guess I agree with this, in general playbooks and a rules restricted DM are part of modern rules
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