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    1760707305927.png

  2. tetrasodium

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

    Evidence flatly contradicts this and demonstrates the Way design sets up the gm for failure. PCs and wildly overpowered by expectations mearls noted. The gm can make the players unhappy by nerfing them directly, railroading them to deny rests, changing the rest mechanics, or running a silly...
  3. tetrasodium

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

    That's a distinction without value though and was my reason for being explicit that nearly every game is going to be one GM and multiple players. When wotc makes polls asking "players" what they think with explicitly asking if they are a player with a PC or a gm who is responsible for running...
  4. tetrasodium

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

    So is there a point you feel that wotc should consider thinking about gms instead of brazenly ignoring the desires and needs of gms given that just about every table is going to have one GM and multiple players? Failing to do that is why so many of the 5e issues being discussed in this thread...
  5. tetrasodium

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

    GM and players need to run combat like rainman or the matchup needs to be on par with Superman vrs some random and fifth graders Edit: I have no interest in doing either in service of supporting poor design choices
  6. tetrasodium

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

    Can you explain how recovery method changes things when a warlock casts a pact magic spell instead of a sorcerer or warlock casting the exact same spell at the same slot level? Let's say it's a level 11 warlock with 3 fifth level slots to be immediately recovered in a couple more rounds after...
  7. tetrasodium

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

    It's complicated and I think blizzard has done a good job of both succinctly summarizing why as well as growing from a verbal faux pas with the well known blizzcon interaction "You don't want that. You think you do but you don't. Remember when you had to spam cities 'need a tank, need a tank...
  8. tetrasodium

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

    Agreed. Moving away from the expectation of like some regular flow of consumable wands and scrolls being reasonably and readily available to almost never available with unlimited at will cantrips was a terrible design choice in hst actually resulted in caster classes eroding their baseline...
  9. tetrasodium

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

    That bold bit seems a bit off the mark though. The push there is to ensure that the GM has no meaningful say other than railroading levels of fiat. It's quite easy to provide an alternative rest that gives PCs greater returns more often for less because the PCs are ultimately designed with the...
  10. tetrasodium

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

    That was 100% my experience as well. In past editions when natural recovery took days to recover from low and the party accelerated hit by saying "each day $healer casts their cure spells as needed to or whatever " it wasnt the time down that made resting up in dangerous areas dicey. That...
  11. tetrasodium

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

    his patreon touched on them like 2-3 months ago . I'll look in the morning but he wrote about resting maybe 2-3 months ago knocking them for being too reliable and giving too much. iirc he's keeping the two rest types(8hrs)10min) but adding some modifiers for how hp are recovered based on rest...
  12. tetrasodium

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

    I think that a lot of these spitball rest variants go wrong right out of the gate in accepting that having two totally different rest cycles is a net good rather than slaughtering the sacred cow and moving on. Going back to ad&d 2e style vancian prep with 1hr of study/prayer/meditation per slot...
  13. tetrasodium

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

    They were not even willing to supply UA variant subsystems a gm could point to and say "no I'm not an EvilKillerGM and reject your assertions that I'm 'afraid of losing'. I'm using this this and this and expect it to be observed without complaints about'too many changes' or hearing 'i can't keep...
  14. tetrasodium

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

    Yea I think stumbling across that 13.333 BTC section totally by accident while debunking the milestone fawning really shows how far off the mark the 5e encounter per rest expectations & how insanely overly permissive the rest/recovery rules are.
  15. tetrasodium

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

    I'm glad someone else commented on it while I was taking the time to find the pages in question. As often as we have had to hear how 5e is perfectly great in all ways as long as the GM doesn't suck, reads the dmg, and follows the encounter guidelines that result in multiple sessions of NOTHING...
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  19. tetrasodium

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

    It should be noted that the characters in question are often assumed to be 18 int 8 con barbarian glass cannon "blaster builds along with other deliberately inept PC's like true strike &mage armor clad wizards averse to using the shield spell but certain they should be the 2 player party tank
  20. tetrasodium

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

    Pretty sure I've run almost every one of them as AL till COVID. Very few sections have a time crunch of any relevance and the few that do tend to be so loose that the crunch is more like a symbolic suggestion that might only really apply to long rests to further calcify the idea that warlock...
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