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General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Not a Decepticon" data-source="post: 9774008" data-attributes="member: 7020527"><p>What is pointless?</p><p></p><p>I did that for larger modules like Isle of Dread, and it was still a time-saver to choose which encounter to use in advance. Also, sometimes it's not feasible or worth it to create 10+ random encounters for short module, instead of picking the good ones.</p><p></p><ul> <li data-xf-list-type="ul">Ignore the minions, rush to another room, focus fire on the boss.</li> <li data-xf-list-type="ul">Warding Bond text specifies "It also ends if the spell is cast again on either of the connected creatures.", boss gets only 1 resistance, +1 to AC, Wizard who cast it dies in a single turn, when party begins to focus fire on the boss and he gets half of that.</li> <li data-xf-list-type="ul">That sounds like you call any attempt at balancing the combat railroading.</li> <li data-xf-list-type="ul">I use maximalized HP of bosses, but this leads to fights taking to long and becoming boring once PCs run out of resources, so does the boss, and msot rounds are just swinging swords and mutual bonking.</li> </ul><p></p><p>Long Rest rules themselves fix this issue as they state:</p><p></p><p>And</p><p></p><p>So you can RAW only do one long rest per 24 hours and your short rests will have progressively diminishing returns, as yout hit die pool depletes.</p><p></p><p>I like Draw Steel approach, where you have limited number of recoveries for your hit points, but you acucmulate victories that make you stronger and escalate fights. But if you rest, you regain recoveries, while your victories turn into xps. It creates nice tension between desire to rest and desire to do one more room on a good winnign streak. Then again, Draw Steel is designed so fights are short and escalate the longer they go.</p></blockquote><p></p>
[QUOTE="Not a Decepticon, post: 9774008, member: 7020527"] What is pointless? I did that for larger modules like Isle of Dread, and it was still a time-saver to choose which encounter to use in advance. Also, sometimes it's not feasible or worth it to create 10+ random encounters for short module, instead of picking the good ones. [LIST] [*]Ignore the minions, rush to another room, focus fire on the boss. [*]Warding Bond text specifies "It also ends if the spell is cast again on either of the connected creatures.", boss gets only 1 resistance, +1 to AC, Wizard who cast it dies in a single turn, when party begins to focus fire on the boss and he gets half of that. [*]That sounds like you call any attempt at balancing the combat railroading. [*]I use maximalized HP of bosses, but this leads to fights taking to long and becoming boring once PCs run out of resources, so does the boss, and msot rounds are just swinging swords and mutual bonking. [/LIST] Long Rest rules themselves fix this issue as they state: And So you can RAW only do one long rest per 24 hours and your short rests will have progressively diminishing returns, as yout hit die pool depletes. I like Draw Steel approach, where you have limited number of recoveries for your hit points, but you acucmulate victories that make you stronger and escalate fights. But if you rest, you regain recoveries, while your victories turn into xps. It creates nice tension between desire to rest and desire to do one more room on a good winnign streak. Then again, Draw Steel is designed so fights are short and escalate the longer they go. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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