Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
breaking the healing rules with goodberries
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FormerlyHemlock" data-source="post: 6686053" data-attributes="member: 6787650"><p>It's kind of a combination. My players aren't min-maxers at heart, but I am a natural wargamer/powergamer, so I am in a good position to design tactical puzzles where a straightforward approach of "walk up and hit it until it stops moving" isn't really going to get the job done but the encounter is still very beatable. In other words, pedagogical encounters designed to teach players how to powergame a little, such as a bunch of vampire spawns with missile weapons holed in in a manor while the sun is shining outside, so that the vampires will kill you to death with missile weapons + regen if you just hold the range open, and they will kill you to death through straight melee if you bust into the house with swords drawn and try to fight them there, but you can defeat them fairly easily if you grapple them and drag them into the sunlight. That one went pretty well and was lots of fun for the players. I have no requirement that you <em>must</em> follow the approach I'm trying to "teach", and some great fun has been had with players thinking waaaay outside the box, but I do try to ensure that "interesting" encounters aren't feasibly solvable by straightforward application of melee weapons to target.</p><p></p><p>E.g. I would solve your "invulnerable paladin" problem with a batch of three Stone Giants on a plateau 60' high. One giant would grapple/prone the paladin at +12 to Athletics and drag him over to the cliff while the other two beat on him with clubs, and then then next round they'd punt him right off the edge of the cliff. I don't care that the encounter is "too hard" by DMG standards because I also know exactly how the PCs could prevent the stone giants from winning--actually there are several ways, starting with "use a scout to detect the stone giants in advance"--and figuring out how to do that is why we play the game.</p><p></p><p>In short, I find die-rolling intrinsically boring compared to intelligence-gathering and decision-making, and I run my game accordingly, which means "real" combats are infrequent but "hard enough that you <em>have</em> to play smart or else you'll die." If you prefer a more casual, easy game that focuses more on the excitement of hitting/missing/critting, that's fine. YMMV.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6686053, member: 6787650"] It's kind of a combination. My players aren't min-maxers at heart, but I am a natural wargamer/powergamer, so I am in a good position to design tactical puzzles where a straightforward approach of "walk up and hit it until it stops moving" isn't really going to get the job done but the encounter is still very beatable. In other words, pedagogical encounters designed to teach players how to powergame a little, such as a bunch of vampire spawns with missile weapons holed in in a manor while the sun is shining outside, so that the vampires will kill you to death with missile weapons + regen if you just hold the range open, and they will kill you to death through straight melee if you bust into the house with swords drawn and try to fight them there, but you can defeat them fairly easily if you grapple them and drag them into the sunlight. That one went pretty well and was lots of fun for the players. I have no requirement that you [I]must[/I] follow the approach I'm trying to "teach", and some great fun has been had with players thinking waaaay outside the box, but I do try to ensure that "interesting" encounters aren't feasibly solvable by straightforward application of melee weapons to target. E.g. I would solve your "invulnerable paladin" problem with a batch of three Stone Giants on a plateau 60' high. One giant would grapple/prone the paladin at +12 to Athletics and drag him over to the cliff while the other two beat on him with clubs, and then then next round they'd punt him right off the edge of the cliff. I don't care that the encounter is "too hard" by DMG standards because I also know exactly how the PCs could prevent the stone giants from winning--actually there are several ways, starting with "use a scout to detect the stone giants in advance"--and figuring out how to do that is why we play the game. In short, I find die-rolling intrinsically boring compared to intelligence-gathering and decision-making, and I run my game accordingly, which means "real" combats are infrequent but "hard enough that you [I]have[/I] to play smart or else you'll die." If you prefer a more casual, easy game that focuses more on the excitement of hitting/missing/critting, that's fine. YMMV. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
breaking the healing rules with goodberries
Top