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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Jacob Lewis" data-source="post: 9774128" data-attributes="member: 6667921"><p>There are many reasons why the “adventuring day” remains one of the most problematic concepts in D&D, and most of them trace back to D&D itself—across all editions. The game has always tried to define a formula that balances player strength against monster power, distributed over a certain number of encounters per day. The intent is clear: players should manage their limited resources so their strength ebbs and flows across multiple challenges. In theory, this creates tension and meaningful decision-making.</p><p></p><p>In practice, that tension rarely exists.</p><p></p><p>The entire model collapses under the weight of how easily rest and recovery occur. The rules assume that players will space their encounters across a long stretch of adventuring, but at any point they can simply stop, take a rest, and return to full power. Attrition—the supposed balancing factor—is mostly a smokescreen. It only works if the game enforces scarcity, but the game doesn’t. The moment rest becomes a trivial choice, the whole attrition economy breaks down.</p><p></p><p>A “balanced” encounter, as defined by the rulebooks, compares the party’s strength and number to the monsters’ challenge rating, assuming the party is operating at or near full capability. But what happens if they’re not? What if they’ve gone through several encounters without resting, or if the DM enforces constraints that limit recovery? The system offers no clear guidance for that situation. Balance is built on the assumption of full readiness, yet the rules also suggest that attrition matters. Those two ideas can’t coexist cleanly.</p><p></p><p>The larger issue isn’t about encounter math—it’s about the lack of a consistent definition for the “adventuring day” itself. What is a “day” supposed to represent in play terms? A real-time session? A sequence of encounters? A narrative block? The rules are deliberately noncommittal, leaving DMs to improvise one of the most critical pacing structures in the game.</p><p></p><p>This problem only deepens when you look at what rest actually costs. The benefits are obvious: recovery of hit points, spells, and abilities. But the price? Virtually nothing. Monsters wait patiently in their rooms. Treasure doesn’t vanish. Events rarely move forward unless the DM explicitly scripts a countdown. The rest of the world freezes until the players decide to resume. When time itself carries no weight, rest becomes a free reset button—and with that, any notion of balance tied to endurance loses meaning.</p><p></p><p>So, how do you balance a system that allows infinite resets? More importantly, why does the game continue to offer design guidance based on resource attrition when the mechanics actively undermine it? The result isn’t balance at all, but an illusion of one—a fragile construct that depends on restraint and self-discipline rather than coherent system design.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 9774128, member: 6667921"] There are many reasons why the “adventuring day” remains one of the most problematic concepts in D&D, and most of them trace back to D&D itself—across all editions. The game has always tried to define a formula that balances player strength against monster power, distributed over a certain number of encounters per day. The intent is clear: players should manage their limited resources so their strength ebbs and flows across multiple challenges. In theory, this creates tension and meaningful decision-making. In practice, that tension rarely exists. The entire model collapses under the weight of how easily rest and recovery occur. The rules assume that players will space their encounters across a long stretch of adventuring, but at any point they can simply stop, take a rest, and return to full power. Attrition—the supposed balancing factor—is mostly a smokescreen. It only works if the game enforces scarcity, but the game doesn’t. The moment rest becomes a trivial choice, the whole attrition economy breaks down. A “balanced” encounter, as defined by the rulebooks, compares the party’s strength and number to the monsters’ challenge rating, assuming the party is operating at or near full capability. But what happens if they’re not? What if they’ve gone through several encounters without resting, or if the DM enforces constraints that limit recovery? The system offers no clear guidance for that situation. Balance is built on the assumption of full readiness, yet the rules also suggest that attrition matters. Those two ideas can’t coexist cleanly. The larger issue isn’t about encounter math—it’s about the lack of a consistent definition for the “adventuring day” itself. What is a “day” supposed to represent in play terms? A real-time session? A sequence of encounters? A narrative block? The rules are deliberately noncommittal, leaving DMs to improvise one of the most critical pacing structures in the game. This problem only deepens when you look at what rest actually costs. The benefits are obvious: recovery of hit points, spells, and abilities. But the price? Virtually nothing. Monsters wait patiently in their rooms. Treasure doesn’t vanish. Events rarely move forward unless the DM explicitly scripts a countdown. The rest of the world freezes until the players decide to resume. When time itself carries no weight, rest becomes a free reset button—and with that, any notion of balance tied to endurance loses meaning. So, how do you balance a system that allows infinite resets? More importantly, why does the game continue to offer design guidance based on resource attrition when the mechanics actively undermine it? The result isn’t balance at all, but an illusion of one—a fragile construct that depends on restraint and self-discipline rather than coherent system design. [/QUOTE]
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