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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="billd91" data-source="post: 9774222" data-attributes="member: 3400"><p>I think you've got some definite good points here. It's hard to keep the Boss Monster from going down like a chump if the PCs have the power to direct their ire at it other than by scenario design - you keep him where nobody can get to him until he's the last encounter. But that just creates linear adventures that we accept... sometimes but not always. We accept it in computer games because of limitations on the design/computer/code's ability to accommodate any curve coming at it. We might accept it in a particular situation due to terrain or the rationale of the dungeon setting. But we also like when we can bypass combat with minions to get the boss early because that's playing cleverly. Having to deal with everything in wave after wave isn't clever - it's brute force.</p><p></p><p></p><p>But I think the game does recognize that we want some monsters to be extra resilient Bosses. Legendary Resistance/Actions help us keep that Boss from going down like a complete chump and that's why I use them at all levels for Boss-type monster in adapting scenarios. But they're not complete fixes to all possible circumstances. And I'm not sure I'd want them to be. What the game doesn't want to do is constrain things too much - if those PCs hoard their resources and don't nova early because they want to unlimber that force on the Boss - more power to them. </p><p></p><p>And then if the Boss goes down fast, whether because the PCs hoarded their novas, avoided the minions, or just got lucky, I think we need to get used to that being a possibility and accept it.</p></blockquote><p></p>
[QUOTE="billd91, post: 9774222, member: 3400"] I think you've got some definite good points here. It's hard to keep the Boss Monster from going down like a chump if the PCs have the power to direct their ire at it other than by scenario design - you keep him where nobody can get to him until he's the last encounter. But that just creates linear adventures that we accept... sometimes but not always. We accept it in computer games because of limitations on the design/computer/code's ability to accommodate any curve coming at it. We might accept it in a particular situation due to terrain or the rationale of the dungeon setting. But we also like when we can bypass combat with minions to get the boss early because that's playing cleverly. Having to deal with everything in wave after wave isn't clever - it's brute force. But I think the game does recognize that we want some monsters to be extra resilient Bosses. Legendary Resistance/Actions help us keep that Boss from going down like a complete chump and that's why I use them at all levels for Boss-type monster in adapting scenarios. But they're not complete fixes to all possible circumstances. And I'm not sure I'd want them to be. What the game doesn't want to do is constrain things too much - if those PCs hoard their resources and don't nova early because they want to unlimber that force on the Boss - more power to them. And then if the Boss goes down fast, whether because the PCs hoarded their novas, avoided the minions, or just got lucky, I think we need to get used to that being a possibility and accept it. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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