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

    IMO this is good stuff by your DM. I would have had similar expectations to yourself as a player. If I want a static setting I'd play a boardgame. I want a dynamic logical roleplaying experience - on both sides of the screen.
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    That's interesting. I've only applied or seen 'the cookie' applied to story/setting notes never to the type of documents you mentioned (not that I have made a 'welcome pack' before). Apologies I meant short or quick storylines/campaigns. Perhaps some AL. That's what I kind of imagine it was for...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    That's impressive! In 15 years of our face to face game I have 6 past players and 5 current players, so not even a 10th of your count. I suspect a factor here may be that many of the players were just acquaintances thus being unfamiliar with DMing style and therefore it's easier to gravitate to...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    This is very true. Consistency in ruling, being transparent where possible, using player facing mechanics frequently, revealing to players how their ideas bested the scenario, open dialogue between GM and players re mechanics (because both sides make errors), elevating gamism and allowing...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    A day here and a day there might not make a difference, however cumulatively they may become impactful particularly in your typical 5e AP or module where you will see at certain story points the time pressure will become an issue... Murder in Baldurs Gate - days lost sees the city gradually...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    The idea is to make that day matter In a game without clocks and where the DM has narrative control over what monsters/NPCs do behind the scenes it should be an open secret that 24 hour rests increase the difficulty of the quest or result in failure. It's easier I suspect increasing difficulty...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Do we have an idea as to why designers make monsters on the easier side?
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    D&D General Where to start with Mystara?

    Love the setting, my most successful stories... I ran a mini-campaign in Vestland a few years before its formation with Ostland agents and corrupt Vestland officials attempting to stop a group of teenagers (survivors of their burnt village) bringing a signed document of various chieftains to...
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    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    You may be right, and that could be that is why these rules seem to be working for us. Our current storyline in the campaign is under a constant time pressure...because of x event which is to happen (90 days +3d10), with many options available on the table to pursue to assist the characters...
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    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I'd be interested in your thoughts...and what you believe may be a better replacement. I'm always open to ideas.
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    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    Yes. Personally I had a love-hate with 4e powers. I loved the key words and flexibility of it all, I loved the narrative description provided, I loved their simplicity, but I struggled not seeing them as playing cards. Yes, nice - really like this. I always felt cantrips should go this...
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    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    Hey thanks for this write up. I've been meaning to get DS as I like Matt Colville from the two or so dozen videos I have seen of his but haven't gotten around to acquiring a copy of DS yet. I'm always pleasantly surprised by the innovativeness that exists in the RPG design space. So many great...
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    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    Please note I'm not here to get caught up in semantics and super sharp definitions, that is not my game here. But generally speaking it represents predominantly players who do not enjoy player facing mechanics that do not have necessarily a strong tie to in-game fiction (Inspiration mechanic)...
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    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    Two Things. 1. The problem with 5e can be easily solved by (a) Introducing a Travel Rest and converting the Long Rest to a 24-or-48 hour safe and comfortable rest period; and (b) Toughening up opponents (5 min work days is too short and 7-8 encounters is ridiculous the ideal is somewhere in...
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    Describe your last rpg session in 5 words

    Wanted by the Flaming Fist
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    So what's the deal with solo gaming?

    I just played the harder difficulty. By Tyche, my dungeon robbers have had rotten luck. All I have done is built up a rather impressive large graveyard. :ROFLMAO:
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    You may have already seen this, you probably have, since I'm always late to things, but there is a pretty neat free 5e product called Grit and Glory with some awesome ideas within. Just in case you haven't seen it.
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    LOL we changed that absurdity. Travel Rests (8 hour on the road) - recovers HD only Long Rest (24 hours in a safe environment, no watches) - recovers stamina.
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    D&D 5E (2024) Better Monster Design. 6E/BG3 Ideas

    @Stalker0 the escalating damage is a nice touch. I usually have monsters (the larger types) do more than just damage i.e. shove, push, grab fly and drop, create difficult terrain especially on misses, create damage yielding terrain (ongoing fire/cold damage from a breath weapon)...etc I have...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I have no disagreement with that...I just wanted to separate the encounters whereby the party bumps into a friendly treant or discovers a grove of burned trees (2014 DMG page 87)
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