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    Screenshot_20251011-223328.png

  2. tetrasodium

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    The trouble is not a failure to "address" the 5mwd. That is very different from an edition having rules actively encouraging players to push for the 5mwd while the rules as a whole remove nullify and design against the gameplay elements that previously made the 5mwd more difficult to force
  3. tetrasodium

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

    Why do you think they are unaware of their own capabilities? I personally can 100% feel the difference between being recovered already, being in a state where I will be recovered in the morning after I wake up, and knowing I need to wait an extra day based on how my body feels. Now you are...
  4. tetrasodium

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

    Some recent & not so recent posts have asserted the idea that the PCs themselves wouldn't be aware of videogamey concepts like how their resting & recovery mechanics play out. I wanted to refute that absurdity with some evidence of my own. It takes me about 30-36 hours to recover the...
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    Screenshot_20251011-174922.png

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    Screenshot_20251011-175546.png

  7. tetrasodium

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    That 100% aligns with my experience. For all the lip service given to the idea that people just need to up their GM game and design better adventures encounters storylines or whatever, it's still a deep pit of no win options for the gm facing players who feel the nova>rest>repeat loop is a...
  8. tetrasodium

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

    Multiple posters have made posts pointing out that they have seen the behavior in question. Did you not see them before choosing to imply that I alone am the single GM to ever see that sort of "alien" behavior? It says a great deal that so many of the posters defending the rules involved are...
  9. tetrasodium

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

    Trouble is that the bold bits ignore the relevant mechanics. At no point yet has "attrition [done] its job", that point is after hitting seven to nine medium to hard encounters when players have been making tough choices and needed to start really working together as a team to minimize resource...
  10. tetrasodium

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

    You have badly misinterpreted the rule. Nothing in it suggests 24 hours of real world table time. Furthermore there are three classes of players relevant to the decision to wait & all three need to be considered due to the fact that the other two are likely to be gm or some fraction of the...
  11. tetrasodium

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

    I too have seen far more than one group do it, often with a dramatic sigh and rolling of the eyes as the group piles on agreeing with the course of action. Perhaps your own experience with players outside your personal social group of players is not as broad as you think & could stand to be...
  12. tetrasodium

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

    No. D&d was always pretty much attrition over an adventuring day but 5e shifted it from the 2ish,-4ish with vancian spell prep & slower ml to near quantum prep and trivialized rest/recovery across a number of encounters likely to violate point 4 of the Hickman manifesto while claiming it's...
  13. tetrasodium

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

    You say that like a gm who has never had a player IMMEDIATELY respond with a shameless "ok so we wait and take one tomorrow" as if even being forced to vocalize such an obvious work around was the result of an unreasonable bit of pedantry from the GM who pointlessly forced the issue. There are...
  14. tetrasodium

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

    The cane toad problem prevents fixing it with house rules. Cane toads were first brought to Florida in the 1930s and 1940s to control sugar cane-eating beetles. This initial attempt at biological pest control was unsuccessful because they liked it better to spread outside the sugar cane fields...
  15. tetrasodium

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

    No. Wotc published a mechanic that encourages a no win toxic mindset that the GM lacks the tools to feel supported while addressing it. The fact that it took a former wotc employee to stop saying they didn't design a certain number of encounters & such rather than simply admit the obvious math...
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    1760058917119.png

  18. tetrasodium

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

    "relative calm and safety" is also in the wrong end of the decision. Unlike in the past where you needed a "good" night's sleep and certain metrics of time o day/uninterrupted/etc study prayer etc it's a bell players can try to ring before the gm gets to adjudicate the completed rest. The...
  19. tetrasodium

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

    I don't think that is the catch-all weasel wording you are making it out to be because the return is still full total and complete restoration of combat nova power. All it does is set up an adversarial arms race between how much table time the gm is willing to let the players unhappily waste on...
  20. tetrasodium

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

    Imo don't think that rest duration is as much of the problem's root cause as the fact that they are almost guaranteed successful barring overt fiat and because they effectively§ have a full total recovery or nothing recovering there is no death spiral risk with calling the GM's bluff to go all...
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