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Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="tetrasodium" data-source="post: 9774198" data-attributes="member: 93670"><p>No. D&d was always pretty much attrition over an adventuring day but 5e shifted it from the 2ish,-4ish with vancian spell prep & slower ml to near quantum prep and trivialized rest/recovery across a number of encounters likely to violate point 4 of the Hickman manifesto while claiming it's done to turbocharger points 1-3</p><p>[Spoiler]</p><ol> <li data-xf-list-type="ol"><br /> A player objective more worthwhile than simply pillaging and killing.</li> <li data-xf-list-type="ol">An intriguing story that is intricately woven into play itself.</li> <li data-xf-list-type="ol">Dungeons with an architectural sense.</li> <li data-xf-list-type="ol">An attainable and honorable end within one to two sessions playing time.</li> </ol><p>[/Spoiler]</p><p>By the time players slog through 6-8 you have players who forgot why they were doing 1-3 and worse the gm can't meaningfully tweak the difficulty knob much of encounter number is going to be a bit off</p><p></p><p>[USER=7029930]@AnotherGuy[/USER] ghast ghoul and wraith across editions is probably the easiest set of examples. They went from downright scary kill on sight or flee from asap targets at any level to meaningless fodder</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9774198, member: 93670"] No. D&d was always pretty much attrition over an adventuring day but 5e shifted it from the 2ish,-4ish with vancian spell prep & slower ml to near quantum prep and trivialized rest/recovery across a number of encounters likely to violate point 4 of the Hickman manifesto while claiming it's done to turbocharger points 1-3 [Spoiler] [LIST=1] [*] A player objective more worthwhile than simply pillaging and killing. [*]An intriguing story that is intricately woven into play itself. [*]Dungeons with an architectural sense. [*]An attainable and honorable end within one to two sessions playing time. [/LIST] [/Spoiler] By the time players slog through 6-8 you have players who forgot why they were doing 1-3 and worse the gm can't meaningfully tweak the difficulty knob much of encounter number is going to be a bit off [USER=7029930]@AnotherGuy[/USER] ghast ghoul and wraith across editions is probably the easiest set of examples. They went from downright scary kill on sight or flee from asap targets at any level to meaningless fodder [/QUOTE]
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