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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="Maxperson" data-source="post: 9774228" data-attributes="member: 23751"><p>I don't see this as the problem that you do. A table can enact story cohesion, social fun and narrative pacing, while ignoring player challenge and tactical endurance, because those don't fit. The table who wants player challenge can bring in tactical endurance and power fantasy, ignoring narrative pacing. And so on.</p><p></p><p>The game doesn't have to narrow itself to fit one or even a few types of tables. Being broad enables each table to take the aspects they want to use and have fun with, and ignore the rest.</p><p></p><p>Until this. This is absolutely true. I still maintain that the worst mistake of 5e was balancing around the Adventuring Day and resource attrition. It's very hard to ditch it in order to have one or two encounters daily and achieve challenge, without high risk of TPK due to the monster(s) being so much higher in CR than the group.</p><p></p><p>If they had instead kept it balanced the way 1e to 3e were, the DM could easily have just put in a bunch of easier encounters to turn the game into a resource attrition/adventuring day type of balance.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9774228, member: 23751"] I don't see this as the problem that you do. A table can enact story cohesion, social fun and narrative pacing, while ignoring player challenge and tactical endurance, because those don't fit. The table who wants player challenge can bring in tactical endurance and power fantasy, ignoring narrative pacing. And so on. The game doesn't have to narrow itself to fit one or even a few types of tables. Being broad enables each table to take the aspects they want to use and have fun with, and ignore the rest. Until this. This is absolutely true. I still maintain that the worst mistake of 5e was balancing around the Adventuring Day and resource attrition. It's very hard to ditch it in order to have one or two encounters daily and achieve challenge, without high risk of TPK due to the monster(s) being so much higher in CR than the group. If they had instead kept it balanced the way 1e to 3e were, the DM could easily have just put in a bunch of easier encounters to turn the game into a resource attrition/adventuring day type of balance. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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