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

This did not answer the question though.

Are you saying that Wizards in your worlds, for example, are completely ignorant of the fact that their magic recharges after they sleep?
It is to each player individually to explain how their character sees and understands spell-slots and regaining them, but it is assumed the characters do not see them as acutall spell slots, nor are they aware of a mechanics that says they can regain them after 8 hours.
 
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it’s still selling better than the best-selling in-universe set. Which is terrible news for those of us who don’t like Universes Beyond, because if even a flop of a UB set sells better than an incredibly successful in-universe set, then in-universe sets are going to look like financial liabilities to the Hazbro Corpos.
The writing has been on the wall for a long time on that front: despite how popular the game is, the in-universe fiction had very little cultural penetrsfuon. Whi h makes some sense, as the gameplay doesn't have a strong relationship to story, unlike a game of D&D. Tons of people probably play Magic without any engagement with the narrative side.
 

I agree that the design goal is absurd. In all my decades of playing RPGs, I don't think there has ever been an in-game day with six to eight combats.
A reminder that the guidelines say 6-8 encounters, not 6-8 combats. Anything that potentially uses some limited resources (such as spell slots) can be an encounter.

Also, I would bet there have been in-game days with 6-8 combats in the case of a dungeon crawl.
 



To be fair, anything that taxes the PCs hit points and/or causes them to spend limited resources equivalent to what they would lose/spend over the course of 3 rounds of combat probably should be counted as an encounter for the purposes of this discussion.
I have no disagreement with that...I just wanted to separate the encounters whereby the party bumps into a friendly treant or discovers a grove of burned trees (2014 DMG page 87)
 

"hurt, exhausted and missing some magic" - that's what short rest is for. And also NOT what you are after a single fight, as 5 minute Adventuring Day people claim is happenning.

No. Unless you're playing Deadpool, you do not know hit points, ac, exact stat numbers of your character or exact mechanical effects of conditions applied. And I do not allow Deadpool-like characters on my table.

That's what short rest is for. They can take hsort rests as long as they have hit dice to spend, this is the equvalent of tkaing some time off to recover, like a break at work, so to speak. No works owuld let you work for five minutes, then take 8-32 hours rest, and the rules assume the common sense here - characters are heroes, who want to do heroci things. Not cowards who need to run to town to recover after casting one spell and taking one punch because they need to always be guaranteed to win.

Do you want Kender? Do you want an in-universe explanation why wizard can use a dagger that ties to the history of the war between gods? Because I find that laughable and this is what we get from pretending that the worlds of the game are reflecting the mechanics. They're not, the mechanics are the way the story is translated to the players.
I could not disagree more. Who says the game's rules assume heroism (by which I assume you mean moral heroism)? And there is no reason that the rules can't or shouldn't reflect the setting. Even if you disagree, in what way is that "laughable"?

For the record, I loved Dragonlance's explanation for why wizards use daggers.
 


Oh, yeah, it’s terribly designed and I’ve yet to meet a dedicated Magic player who actually likes it. But, based on what sealed collector boosters are going for compared to other sets’ collector boosters, there are enough people who aren’t dedicated magic players who want the cards just because they’re Spider-Man cards and don’t care that they’re poorly designed as game pieces, that it doesn’t matter. Magic players can hate it all we want, if it’s still beating “real magic” in terms of sales, it’s a success in Hazbro’s eyes.
How long until they apply that attitude to their work in "the world's greatest RPG"?
 


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