beej
Explorer
We shouldn't need to throw a dozen dragons at a party just to make them sweat.
Doesn't that depend on what level the party is? I like to think that that a dozen dragons is standard fare for a level 20 party.
We shouldn't need to throw a dozen dragons at a party just to make them sweat.
Actually, I'd rather see four adventurers (Fighter, Rogue, Wizard Cleric) doing no more than about 20% of the dragon's HP a round, with the dragon returning about 15% of the party's total hit point in return each round. I'd like to see an unsaved breath weapon doing about 50%-75% of one PC's HP in damage, but probably only usable as one big blast once a combat.
That would mean that a single rogue's damage output per round would be about 5% of the dragon's HP per round. That would have been about 8 hp of damage a round, if the dragon kept it's 174 hp total. [Wow - each party member doing just 8 hp of damage a round could kill a 174 hp dragon in ~6 rounds - that's ... amazing] Adding in a big "whump" of sneak attack damage, and the dragon should've probably had about 30 hp more for each time the rogue could have used his sneak attack.
That shouldn't happen in D&D. Dragons should be nigh-impossible to sneak up on.
That also shouldn't happen in D&D. Dragons should have hide no normal blade can pierce, let alone a rock.
Okay, rogues are slippery, I'm good with this. Tight spaces make a lot of sense in a dragon fight.
D&D dragons should be MUCH more difficult to hit than this.
Klaus said:I'm wary of blanket restrictions like these.
I've never seen Mearls be anything but scrupulously honest, so I hope you aren't calling him a liar.
If the numbers dropped, I'd expect him to say nothing at all.
For me, that's part of what it means to be a "boss fight."
Rogues can hide and sneak. That's their shtick. They should do that against their enemies -- it's their first go-to strategy, because they're great at it, and get a lot of benefits from it.
But against a dragon, your normal strategy should be useless. Rogues can't sneak up. Fighter's can just wail on it. Wizards find their spells shrugged off. Clerics find their buffs stripped away and their healing to be unable to keep up with the damage. To fight a significant battle like this, it's going to require some non-linear thinking and some different, unique strategies. It should also require you to work in tandem: maybe the rogue CAN sneak up, IF the fighter is distracting it with an axe to the face.
That's part of what makes it different and memorable, the fact that you can't just press the "lose hp" button again and again like you do in a normal fight. You have to do some new thinking, change up your pattern, and try something new -- if you don't, you get pwned.
Admittedly, that's asking D&D dragons to be something more like they've wanted to be than like they HAVE been. It's not something that high AC necessarily does. It's something that trigger events and specific strategies can help with -- it demands each "boss monster" be a little unique. And I'm great with that, personally.![]()
At this point, 5e is just embarrassing itself.