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  1. tetrasodium

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

    Martials get their real power from magic items, weapons & armor especially. Given. Suitable allotment of those a level 5+ or 11+ martial can easily keep up and eventually exceed pretty much any caster but warlock due to getting multiplicative returns most every round.
  2. tetrasodium

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

    You totally skipped over answering the question and only broadened it from "how many times before players start calling the gm unprepared?" to add "and how long before the obvious adversarial arms race results in players feeling like the GM is openly adversarial?". Both of those questions apply...
  3. tetrasodium

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

    Is it really fair to the gm suggesting that they should handle the design problem with resting mechanics for BOTH rest types is the best solution the rules support amounts to "throw out your prep and the adventure you prepared"? That seems like such an unreasonable position that it doesn't even...
  4. tetrasodium

    D&D General Diabetes in dnd

    Iirc the scene involved a lot of explaining to the cryopod guy who couldn't do it to justify to viewers why the others needed to strip for maximum exposure to the stars and that opened the door to actually mathing it. The photosynthesizing thing isn't their primary energy source, just some kind...
  5. tetrasodium

    D&D General Diabetes in dnd

    There was an anime years ago where other than the MC the characters are kinda gmo humans in space (maybe Apache mecha or fighter craft involved?). Somewhere in it the characters need to strip down and photosynthesize to survive but the MC can't on account of cryopod(?) origin. More...
  6. tetrasodium

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

    Id say that the biggest problem is that the dmg section quoted by @Maxperson really only applies to tier1 PCs and breaks down as players move through tier2 into tier 3 levels. Take the monk & warlock as the prime examples designed to enable 5mwd loops. The monk has a ki pool growing equal to...
  7. tetrasodium

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

    Why go from actively ignoring it as a thing even deserving a footnote to asking how many I would allow?Would you not agree that the rules should provide some support the gm in such a thing if they are expected to handle that for the system?I'll answer your question with a call for you to supply...
  8. tetrasodium

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

    Why do you think short rests deserve such a pass in service of enabling the short rest class nova loop? All such a section would do is embolden short rest class players who already feel like they should expect ultra regular short rests to fuel endless nova. Wotc's refusal to do or say anything...
  9. tetrasodium

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

    Are you asserting that such monsters npcs & so on always have the spell prepared so they can burn a 3rd level slot to dispel the ritually casted LTH before the players complete their rest?
  10. tetrasodium

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

    If you were to make a hypothetical list of monsters capable of dispelling leonunds invincible bunker, what percentage of the monster manual would you guess could do that? Without cross referencing I'd guess that it is a single digit percentage & would not be surprised if that percentage was...
  11. tetrasodium

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

    L I'm going to say that you're example rings pretty hollow. I've seen more than one group where the wizard refuses to choose LTH only for a monk/warlock/fighter to go out searching for a source to buy§ the scroll for LTH from -and- gave the wizard coin to scribe it. I've also been that wizard...
  12. tetrasodium

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

    A few people spoke positively about spell point variants. I've played with and run games that used it occasionally since the 3.x days(iirc it's default in the 3.x dead lands fork). At no point have I ever seen it result in anything but casters burning all spell points on repeat casting of...
  13. tetrasodium

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

    Huh? 5e cantrips are unlimited at will powers that don't use spell slots like old school equivalents. All of those magic slings and xbows exited because casters really got a huge benefit from them. They weren't prized without good reason. Unlimited cantrips are one of the reasons it's...
  14. tetrasodium

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

    I wouldn't agree with that bolded bit because of how it actually played at the table. Classes either fell into one of two buckets. Either they had far more spells they could choose from while doing prep (ie wizard and cleric due to spell book and how divine prep worked) or they were like...
  15. tetrasodium

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

    Looks like we were making similar points at the same time. Although the trouble is that shifting from vancian prep to 5e's flexible neovancian prep results in a wildly expanded array of available spells and slots on any given turn.
  16. tetrasodium

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

    I think that the problem is to some degree less a matter of how many than how flexible they have become under 5e's neo vancian prep. If you look at the old slot progression tables in past editions casters tended to have more total spell slots at just about every level and a tighter spell...
  17. tetrasodium

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

    No it's what you actually suggested because I've been talking about short rest nova loops and you keep quoting me ignoring that particular detail while inserting long rest stuff to defend the dual rest/recovery cycle short rest class design in a long rest attrition adventuring day based game
  18. tetrasodium

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

    I think that bolded bit is really central to the root of the problem. You can see how obviously responsible it is by looking at how often people defending the system provided gm toolset available drift back to 8hr long rest & long rest classes while 1hr short rests & short rest classes come...
  19. tetrasodium

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

    That was so much the case that iirc early AL "seasons" when "dm reward points" were a bad idea still in use offered it offered playing an oathbreaker pc as one of the rewards an AL GM could choose.
  20. tetrasodium

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

    My experience was pretty identical to @overgeeked . Most§ of my players were older millennials fellow xenniels genxrs and even a few boomers. Given the number of tables being run it shouldn't be particularly shocking that younger ply hooked up with younger gms (more than one of which has a...
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