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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Charlaquin" data-source="post: 9773724" data-attributes="member: 6779196"><p>Oh, I see what you mean, thank you for clarifying.</p><p></p><p>Sure, in which case they’ll feel like they’ve earned the fights to come being easier because of the work it took to get the rest, which I’m fine with.</p><p></p><p>Yes, I explain my system for random encounter checks as a part of session zero. Rolls are made at least once per hour in dungeons and at least once per day during overland travel, but I’ll make additional ones when the PCs take especially noisy or otherwise attention-attract actions. The chances of a random encounter occurring get higher the more time has passed since the last check. Specifically, every 10 minutes in the dungeon or every 4 hours overland, I add a d6 to a tension pool. When it gets up to 6 dice, I roll them all, and if any come up a 1, there’s a random encounter, then I remove all the dice from the pool and start over. That’s approximately a 66.5% chance each hour/day if nothing triggers an additional roll. Risky actions that might attract unwanted attention like trying to break down a door instead of taking the time to pick the lock, or traveling through monster-infested areas trigger a roll of however many dice are currently in the pool, which does not reset the pool. So, that can be anywhere from a 16.7% chance of an encounter to a 61.5% chance, with the risk increasing the closer you are to time for a natural check.</p><p></p><p>During a long rest, it’s unlikely that the PCs will be taking risky actions, unless they for some reason decide not to post a watch or something. So, it’s mostly just that 61.5% chance per hour. Over eight hours, that’s something like a 0.05% chance of no random encounters, so players <em>should</em> expect a non-zero number of random encounters to occur if they try to take a long rest in a dungeon. In fact, odds are they’ll probably get about 5 in that time. However, since it takes an hour of combat to interrupt a long rest in the original 5e rules, and in the revised rules an interruption only takes one round but adds an hour to the required time to rest rather than ruining the rest completely, it’s mostly a matter of, do you have enough resources to survive those 5-ish encounters. Or, more like 9 in the revised rules. And, if you’re already considering resting to avoid having to do more encounters at your current resource level… chances are you aren’t going to want to take that risk. Better to go back to somewhere safer first.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9773724, member: 6779196"] Oh, I see what you mean, thank you for clarifying. Sure, in which case they’ll feel like they’ve earned the fights to come being easier because of the work it took to get the rest, which I’m fine with. Yes, I explain my system for random encounter checks as a part of session zero. Rolls are made at least once per hour in dungeons and at least once per day during overland travel, but I’ll make additional ones when the PCs take especially noisy or otherwise attention-attract actions. The chances of a random encounter occurring get higher the more time has passed since the last check. Specifically, every 10 minutes in the dungeon or every 4 hours overland, I add a d6 to a tension pool. When it gets up to 6 dice, I roll them all, and if any come up a 1, there’s a random encounter, then I remove all the dice from the pool and start over. That’s approximately a 66.5% chance each hour/day if nothing triggers an additional roll. Risky actions that might attract unwanted attention like trying to break down a door instead of taking the time to pick the lock, or traveling through monster-infested areas trigger a roll of however many dice are currently in the pool, which does not reset the pool. So, that can be anywhere from a 16.7% chance of an encounter to a 61.5% chance, with the risk increasing the closer you are to time for a natural check. During a long rest, it’s unlikely that the PCs will be taking risky actions, unless they for some reason decide not to post a watch or something. So, it’s mostly just that 61.5% chance per hour. Over eight hours, that’s something like a 0.05% chance of no random encounters, so players [I]should[/I] expect a non-zero number of random encounters to occur if they try to take a long rest in a dungeon. In fact, odds are they’ll probably get about 5 in that time. However, since it takes an hour of combat to interrupt a long rest in the original 5e rules, and in the revised rules an interruption only takes one round but adds an hour to the required time to rest rather than ruining the rest completely, it’s mostly a matter of, do you have enough resources to survive those 5-ish encounters. Or, more like 9 in the revised rules. And, if you’re already considering resting to avoid having to do more encounters at your current resource level… chances are you aren’t going to want to take that risk. Better to go back to somewhere safer first. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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