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

Oh, yeah, some people understood the assignment, but I think a lot more didn’t, and moreover they refused to accept it when it was explained to them.
I think it was more that WotC realized that virtually nobody played the way the DMG recommended and they wanted to actually make money on the adventures they put out. So the directive was probably to ignore the DMG guidelines and make an adventure that fit the way most folks played.
 

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Not sure what you mean by this. Poisons in both the 2014 and 2024 version of 5E frequently inflict the poisoned condition, which means disadvantage on attack rolls. That is no joke.

Type E. Save vs death or due. 20 damage of you survive.

Poison condition is easy to remove. Level 4 spell 2E.
 

I think it was more that WotC realized that virtually nobody played the way the DMG recommended and they wanted to actually make money on the adventures they put out. So the directive was probably to ignore the DMG guidelines and make an adventure that fit the way most folks played.
Pretty much, yeah. Because the number of people who play modern D&D like the wargames of the 70s, where the object was to have the PCs get into nothing but fights over and over and over that possibly could kill them each and every time, had grown smaller and smaller and smaller over the decades. In our modern RPG landscape... with players having also played Shadowrun, World of Darkness, Traveler, Legend of the 5 Rings etc... more players play for the story their PCs create, rather than only being focused on the board game. So "game balance" for a crapton of tables was never an actual concern.

It didn't matter what the DMG said about number of encounters for "balance" because many tables just didn't care. We weren't hear to "be challenged in combat" each and every fight... we were here for the narratives and stories and adventures our characters got into. And the designers were just the same way.
 

And for those people, the 2014 DMG offered the (admittedly poorly named) “gritty realism” variant resting rules. Short rests take 24 hours, long rests take a week. Now your “adventuring day” is spread out over a week, and you can have your one or two combats a day and still have the game balance work as intended.
That's what I ultimately ended up doing. I actually kept short rests shorter than a day since it didn't really matter with encounters spread out.
 

Pretty much, yeah. Because the number of people who play modern D&D like the wargames of the 70s, where the object was to have the PCs get into nothing but fights over and over and over that possibly could kill them each and every time, had grown smaller and smaller and smaller over the decades. In our modern RPG landscape... with players having also played Shadowrun, World of Darkness, Traveler, Legend of the 5 Rings etc... more players play for the story their PCs create, rather than only being focused on the board game. So "game balance" for a crapton of tables was never an actual concern.

It didn't matter what the DMG said about number of encounters for "balance" because many tables just didn't care. We weren't hear to "be challenged in combat" each and every fight... we were here for the narratives and stories and adventures our characters got into. And the designers were just the same way.
I don't think challenged vs. not challenged was that big of a deal. Rather I think that most groups just don't want to get into combat after combat after combat. Combat is fun, but too much of a good thing gets boring fast.
 

1st: This is what happens when you do not exclusively use power players to playtest your material.

2nd: what is point of designing an encounter if at least half of PCs will not roll death saves at one point during it?
8 combats a day was a fools errand from day 1.
even if you do it, and use XP guides it will be boring and repetitive.

3rd: get rid of short rest mechanics.
AED worked in 4E because 4E was designed around AED.
5E is not, most of the time short rest classes get the short end of the stick.
In our games over 11 years of 5E, I would say that we do about half a short rest per Long rest.
maybe if Short rest was 1min long we would get more of it, but doubt it.
 


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