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

Short rests mitigate novas. Because they refresh several times during the day, there are less resources at any one time. So the novas are less of a big deal.
Can you explain how recovery method changes things when a warlock casts a pact magic spell instead of a sorcerer or warlock casting the exact same spell at the same slot level? Let's say it's a level 11 warlock with 3 fifth level slots to be immediately recovered in a couple more rounds after burning all three?

By contrast, the long rests come with an enormous amount of resources that can be used all at once, even during a single encounter.

That claim seems flatly untrue to an extreme degree. Take that same level 11 party and look at the level 11 wizard who has one 6th level slot and 2 5th level slots for nova and does not recover them with that short rest fully resetting the warlock nova. Sure they have 4 first level & 3second/3third level slots but both characters are limited to casting a single spell per turn and we are explicitly talking about nova capability
Short rests are better for game engine balance.
It may be true that pi proves that we live in a non-euclidian reality but the math you are using for this claim seems to be more in the r'lyehthian style used by the elder gods.
Narratively, there is more incentive to press on with hour rests, rather than 5-minute work day while waiting until after the next nights sleep.
What incentive does that level 11 warlock have to press on rather than reset his nova pool alongside the fighter and monk doing the same with an immediate short rest?
 

log in or register to remove this ad

It just occurred to me that a PFS scenario is likely a 6-8 encounter thing (Probably closer to 4-6). Are adventure league nights set for the one adventure day is one session dynamic?
They can't, really - it's IMMENSELY DIFFICULT to fit 6-8 encounters into 3ish hours. I'd say impossible, but I hear anecdotally that some people here play like that all the time. IDK how they do it.
 

Short rests mitigate novas. Because they refresh several times during the day, there are less resources at any one time. So the novas are less of a big deal.

By contrast, the long rests come with an enormous amount of resources that can be used all at once, even during a single encounter.

Short rests are better for game engine balance.

Narratively, there is more incentive to press on with hour rests, rather than 5-minute work day while waiting until after the next nights sleep.
If you want the game to be an encounters game, then yes short rest makes sense. If you want an adventure day attrition model, long rest works better. Having both leads to 7 lunch break work days.
 


Those spells dont seal the deal though.

Im guessing you don't actually play 5.5?

The most meta way to "win" in 5.5 is control stiker combo. Eg have the spellcaster paralyze an opponent then have the martial nova.
So theyre both using nova effects.
That's Uhh what I'm describing.

Bosses die too fast because
  1. The Full casters can attempt to paralyze or buff the martials every turn instead of once
  2. The Half casters can drop a buff, AOE, or Smite every turn instead of once
  3. The Noncaster can go all out on the goes affected by 1 and 2.
Once the players know they have enough resources to burn 1 per turn...
 

How is a fiction where a wizard has more or less resources than the other more believable? How does having 4-6 spell slots versus 2 or 3 result in a more coherent world?

I think there are gameplay reasons to prefer one or the other and aesthetic reasons, but not believability ones.
Fair enough. I'll stick to my first obstacle then. A lot of people seem to like casting spells a lot, and cutting number of slots in half will probably make them unhappy.

Not an issue for me, but I'm trying to think about people with different preferences.
 

Having both leads to 7 lunch break work days.

Its the PowerXQuantity equation that causes short work days.

I'll bet that Rogue ask to rest early the least for themselves..Because Rogues don't get much from resting except HP.

Archer Rangers likely don't ask for rests early as well. Because although rangers have a lot of resources, their impact are low and relatively equally. And they struggle to fit spending it all naturally due to bonus action log jam.
 

That's Uhh what I'm describing.

Bosses die too fast because
  1. The Full casters can attempt to paralyze or buff the martials every turn instead of once
  2. The Half casters can drop a buff, AOE, or Smite every turn instead of once
  3. The Noncaster can go all out on the goes affected by 1 and 2.
Once the players know they have enough resources to burn 1 per turn...

Even if cut the casters you might even do better in a 4 round day.

The amount of spike danage would be insane.
 

If you want the game to be an encounters game, then yes short rest makes sense. If you want an adventure day attrition model, long rest works better. Having both leads to 7 lunch break work days.
Im unsure daily attrition (= bookkeeping and balance difficulty) is a benefit. It is a matter of taste, and it is old school.
 

so you think that the casual gamer will bounce off a game with tighter math?
Well, yes: tighter math means it is easier to get wrong as a DM. Keeping the math loose and balanced around a maximum means there is lots of room for improvisation and winging it.
To add to Parmandur's post:

Looser design and looser maths makes it easier for the system to drift, and creates more room for GM injection of control over the direction of play. Both these things seem fairly central to a lot of mainstream D&D play.

Another effect of tighter maths is to make play more intense and demanding. I've seen this complaint in relation to PF2e. It's hard, maybe even impossible, to have maths that will both challenge hardcore wargamer-y RPGers, and will create the room for error and mucking about that more relaxed/casual tables want.
 

Remove ads

Top