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  1. Charlaquin

    D&D 5E (2024) Feywild technically doesn't mention the Seelie and Unseelie Court

    Lol Unseelie court coming in with the anti-immigration rhetoric
  2. Charlaquin

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

    I’m counting both under the 5e umbrella. My understanding was that TSR editions had no real notion of game balance, at least in the sense we’re talking about here, of level-appropriate combat difficulty.
  3. Charlaquin

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

    I think it’s the second-best balanced edition of D&D. Not a high bar, but it’s something.
  4. Charlaquin

    D&D 5E (2024) Feywild technically doesn't mention the Seelie and Unseelie Court

    Oh, the ambiguity of text-based communication! What I was intending to express is that my interpretation of the fickleness and mischief of the fey is not so much a product of them having “Blue and Orange Morality.” rather, I view it as something akin to “Blue and Orange Legal Code” - a term I...
  5. Charlaquin

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

    The difference between designing combat to be engaging vs. designing it to be over quickly.
  6. Charlaquin

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

    Yeah, that’s what I meant about them changing the XP thresholds from a floor to a ceiling. It makes it look like they shifted the difficulty benchmarks over a category, making Medium the new Easy, Hard the new Moderate, and Deadly the new Hard. But in reality, they just changed the way they were...
  7. Charlaquin

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

    I think the higher number of weaker encounters may have been a product of the goal to make encounters short. Which was a direct response to criticism of 4e combat taking way too long (a critique I do agree with, at least in early 5e. They eventually fixed the monster HP bloat problem, but by...
  8. Charlaquin

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

    Huh? Four kobolds, 25 XP each, with a x2 multiplier for 3-5 monsters is a total of 200 XP. Four level 2 characters have an XP threshold of 400 for a Medium encounter (100 XP per PC, times 4), which means you can go up to 399 and still be within the bounds of an Easy encounter. Four kobolds is...
  9. Charlaquin

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

    Well yes, but actually no. The 2024 encounter building guidelines specifically advise against encounters with more than two monsters per PC, and says that if you do use that many monsters, to use monsters that have low enough HP relative to the PCs’ damage output that they can be one-shotted...
  10. Charlaquin

    D&D 5E (2024) Feywild technically doesn't mention the Seelie and Unseelie Court

    I like to treat the Feywild as very much like Pangea in the Neolithic Dark Era for Werewolf the Forsaken (shoutout to my nWoDCofD homies!) - a transitory plane that bridges the gap between the Material plane and the various Outer planes, where the features of the Material plane are reflected and...
  11. Charlaquin

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

    Notably, 5.24’s encounter building guidelines aren’t all that different from 5.14’s. The biggest change is the removal of the XP multiplier based on number of monsters encountered. I believe there’s been some backend work done to enable the removal of this multiplier, tweaking the relationship...
  12. Charlaquin

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

    Yep, cause 4e was designed excellently. Just presented in a way that turned a lot of players off.
  13. Charlaquin

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

    Ehh, you might think so, but the people that hated 4e are a much smaller portion of 5e’s audience than people who never even played 4e. It therefore doesn’t really hold up to assume that those new players specifically appreciate the design choices that were made in reaction to 4e’s reception...
  14. Charlaquin

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

    Yep, which is probably fine if it happens once in a while, but if that’s how most days of adventure go at your table, you’ll probably want to switch to one-day short rests and one-week long rests.
  15. Charlaquin

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

    If you’re doing one-encounter days in a city setting you can just crank the difficulty of that one encounter way up. Alternatively, you can switch to a one day short rest, one week long rest model so your “adventuring day” happens over the course of a week of one-encounter days.
  16. Charlaquin

    D&D 5E (2024) Feywild technically doesn't mention the Seelie and Unseelie Court

    Fitting, since they share a root with seemly/unseemly
  17. Charlaquin

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

    Leomund’s Tiny Hut is definitely a problem, if your players have access to it and use it for resting in dungeons. I’ve only actually been in one game where this happened, and I wasn’t the DM, but it’s something I would probably discuss with my players if they started using it. I’d probably...
  18. Charlaquin

    D&D 5E (2024) Feywild technically doesn't mention the Seelie and Unseelie Court

    I’d say it’s less Blue and Orange Morality, more Blue and Orange legal code.
  19. Charlaquin

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

    Why are random encounters a crutch? They’re a tool the DM is fully intended to have at their disposal. There is absolutely nothing wrong with using that tool.
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