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

    You may want to check the OP and @Charlaquin's post #7
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I've added more so you can delight us with another meme ;)
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Spells do not recharge (video game concept) The character finds the necessary stamina to cast these spells once more. And that's why it's weird to have HD and an exhaustion mechanic and fail to integrate the two for the casting of spells or any other activity that requires exertion.
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Too many spells to ban and THEY are not the problem. You're not treating the actual issue which is the rest and recovery mechanic. I'm ok for banning OP spells or classes or even a class feature if it deviates from the norm but what you've listed doesn't deal with the core problem.
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I equate that to losing half a chessboard and deciding to play with 4 pawns, 1 rook, 1 knight, 1 bishop and 1 king to fix the issue. One of the DMs prime responsibilities is not offloading system issues onto the players. "Hi I know there are no court lines but you must still find a way to play...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Totally disagree. In the first, you're avoiding the problem with the system to scenarios that have a better chance of dealing with its short-comings/failures In the second, the system problem is offloaded onto the players.
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    I enjoyed this tidbit of information. Okay...I agree that it requires a more involved fix. I'm a little slow, can you provide me an example of what you mean by not particularly threatening debuffs? And dangerous monsters vanishing after a long or short rest? Agree, it is amazing how easy it...
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    Separate the party... Last session the PCs took on Iymrith in her lair, she separated the party by collapsing one of the corridors. I did though have to decrease her Legendary Actions as she was fighting only 1 PC.
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    D&D 5E (2024) Mike Mearls explains why your boss monsters die too easily

    It was fairly logical that between a Short Rest and Long Rest there should have been a Travel Rest... Anyways it doesn't matter we've had 10+ years to homebrew and fix their mistakes and we have plenty of 5e derivatives, not mention DMsGuild content.
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    D&D General Weapons should break left and right

    That is how I envision a divine spellcaster to be thematically. Prayers in the heat of the moment.
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    D&D General Weapons should break left and right

    I've only had limited exposure to a pool system, when I played a 3.5e psion (campaign was for levels 8-12) but we didn't get very far (handful of sessions) due to a slacker DM. I loved the class and the freedom of the psionic powers but I wasn't sitting on the other side of the DM screen. What I...
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    D&D General Weapons should break left and right

    Who said they had to fit in them entirely? Whatever that loaded term means... Players decide a whole host of decisions at the table that are based sometimes primarily off game mechanics. Engaging (Fighting), Resting, Reactions, Divine Smite (i.e. when natural 20's are rolled), Flanking, Focus...
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    D&D General Weapons should break left and right

    Our house rule Levels 1-2 cost 1 HD Levels 3-4 cost 2 HD Levels 5-6 cost 3 HD etc... And if you run out of HD you may gain Levels of Exhaustion at rate of 1 LoE = 1 HD. Then again our recovery system is also grittier than the standard.
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    Describe your last rpg session in 5 words

    Doom of the Desert defeated
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