Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="overgeeked" data-source="post: 9773727" data-attributes="member: 86653"><p>They're separate issues. How the designers assumed people would play and how people actually played.</p><p></p><p>The design of 5E is largely a massive rejection of 4E design with several elements from 4E "hidden" in 5E's design. 4E was an encounter-based minis skirmish game. Lots of people loved it, more people hated it. So 5E returned to the notion of the day as the power focus, instead of the encounter. D&D has been a monster-fighting game since at least 2E, if not AD&D. So the focus on combat isn't a mystery. So the designed a monster-fighting game where you had enough resources to last a full adventuring day. Having a 5-minute workday is a problem as old as D&D, which 4E solved, which 5E embraced. So here we are.</p><p></p><p>If people actually played 5E as an endless string of combats, as it was clearly designed to do, then we wouldn't have had the troubles we've had since launch. See the post from one of the lead designers in the OP and the immediate flood of "I don't want 6-8 encounters per day" or "I don't want ~20 rounds of combat between long rests." But most people playing don't do that. Why? Because the overwhelmingly vast majority of players are new to D&D with 5E thanks to Critical Role and Stranger Things. CR rather famously focuses on story over combat, despite having plenty of combat. So the overwhelmingly vast majority of players play the game as a more story-focused game...which it isn't and certainly wasn't designed to be. They do 1-2 fights per day and...surprise...steamroll those combats.</p><p></p><p>They designed the game as a daily-recharge dungeon crawler. The design choices, the math balance, etc all point to that. About 90-95% of the game's mechanics are focused on combat. Exploration and social interaction are almost vestigial afterthoughts and there are many, many options in the game that give the players skip buttons for those scenes...either finishing them with a single roll or simply pointing to a feature on their sheet which ends the non-combat scene, all this pushes the game back to combat.</p><p></p><p>Sure, you can try to focus on non-combat stuff, but the game fights you. See the hundreds of threads on beefing up exploration and social encounters over the last decade.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9773727, member: 86653"] They're separate issues. How the designers assumed people would play and how people actually played. The design of 5E is largely a massive rejection of 4E design with several elements from 4E "hidden" in 5E's design. 4E was an encounter-based minis skirmish game. Lots of people loved it, more people hated it. So 5E returned to the notion of the day as the power focus, instead of the encounter. D&D has been a monster-fighting game since at least 2E, if not AD&D. So the focus on combat isn't a mystery. So the designed a monster-fighting game where you had enough resources to last a full adventuring day. Having a 5-minute workday is a problem as old as D&D, which 4E solved, which 5E embraced. So here we are. If people actually played 5E as an endless string of combats, as it was clearly designed to do, then we wouldn't have had the troubles we've had since launch. See the post from one of the lead designers in the OP and the immediate flood of "I don't want 6-8 encounters per day" or "I don't want ~20 rounds of combat between long rests." But most people playing don't do that. Why? Because the overwhelmingly vast majority of players are new to D&D with 5E thanks to Critical Role and Stranger Things. CR rather famously focuses on story over combat, despite having plenty of combat. So the overwhelmingly vast majority of players play the game as a more story-focused game...which it isn't and certainly wasn't designed to be. They do 1-2 fights per day and...surprise...steamroll those combats. They designed the game as a daily-recharge dungeon crawler. The design choices, the math balance, etc all point to that. About 90-95% of the game's mechanics are focused on combat. Exploration and social interaction are almost vestigial afterthoughts and there are many, many options in the game that give the players skip buttons for those scenes...either finishing them with a single roll or simply pointing to a feature on their sheet which ends the non-combat scene, all this pushes the game back to combat. Sure, you can try to focus on non-combat stuff, but the game fights you. See the hundreds of threads on beefing up exploration and social encounters over the last decade. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
Top