Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="tetrasodium" data-source="post: 9774692" data-attributes="member: 93670"><p>You have badly misinterpreted the rule. Nothing in it suggests 24 hours of real world table time.</p><p></p><p> Furthermore there are three classes of players relevant to the decision to wait & all three need to be considered due to the fact that the other two are likely to be gm or some fraction of the players at any given table</p><ul> <li data-xf-list-type="ul">Wargamers: the decision is largely a cost benefit analysis of pure logic. Although factors such as potential impact on enjoyable tactical combat might weigh heavily, the level of disdain and outright contempt shown in 5e's rules design tactical combat should not be ignored.</li> <li data-xf-list-type="ul">Videogames: the game is treated like a video game. Why would they <em>not</em> rest as often as they could in order to unload with full on nova power as often as possible when the purpose of playing is to <a href="http://crush your enemies, see them driven before you, and to hear the lamentations of their women" target="_blank">win</a>. To these players wotc's choices to actively remove elements from past editions that would make choosing to wait a nonoptimal choice yells loud and clear that waiting and resting again is the intended way of play. Setting such a low bar on what it takes to start or complete a rest only underscores design intent here. Like the wargamers the impact on tactical combat <em>might</em> be considered as something to weigh against the sheer joy of being able to wtfpwn & ROFLstoml the enemy, but tactical combat is heavily downplayed by the 5e ruleset itself and is unlikely to provide much weight to offset a mindset that approaches & plays the game largely as a place to crush your enemies see them driven before you and to hear the lamentation of their women.</li> <li data-xf-list-type="ul">Theater geeks: anyone who would rest excessively in order to fuel a 5mwd nova cycle is dubbed TFG & "weirdo".</li> </ul><p>The rules need to be written in a way that accepts and considers the mindset of all three groups as potentially playing the game and some rules need to consider one group more heavily than the others if that group brings a mindset likely to generate poor gameplay. Sid Meyer of the civilization games did a great (and very long) presentation about those and other types of gamers§ and why it's important to balance when a given group should be overly considered or flatly ignored in regards to particular elements of game design. All of the groups he discusses are likely to play the game being designed and not all of them are going to have desires that are healthy to the goal of making a good enjoyable game, but sometimes specific design elements need to be written specifically with the goal of supporting the needs of a given group that depends on something working well.</p><p>§I <em>want</em> to say it was at gdc a few years ago but could be wrong</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9774692, member: 93670"] You have badly misinterpreted the rule. Nothing in it suggests 24 hours of real world table time. Furthermore there are three classes of players relevant to the decision to wait & all three need to be considered due to the fact that the other two are likely to be gm or some fraction of the players at any given table [LIST] [*]Wargamers: the decision is largely a cost benefit analysis of pure logic. Although factors such as potential impact on enjoyable tactical combat might weigh heavily, the level of disdain and outright contempt shown in 5e's rules design tactical combat should not be ignored. [*]Videogames: the game is treated like a video game. Why would they [I]not[/I] rest as often as they could in order to unload with full on nova power as often as possible when the purpose of playing is to [URL='http://crush your enemies, see them driven before you, and to hear the lamentations of their women']win[/URL]. To these players wotc's choices to actively remove elements from past editions that would make choosing to wait a nonoptimal choice yells loud and clear that waiting and resting again is the intended way of play. Setting such a low bar on what it takes to start or complete a rest only underscores design intent here. Like the wargamers the impact on tactical combat [I]might[/I] be considered as something to weigh against the sheer joy of being able to wtfpwn & ROFLstoml the enemy, but tactical combat is heavily downplayed by the 5e ruleset itself and is unlikely to provide much weight to offset a mindset that approaches & plays the game largely as a place to crush your enemies see them driven before you and to hear the lamentation of their women. [*]Theater geeks: anyone who would rest excessively in order to fuel a 5mwd nova cycle is dubbed TFG & "weirdo". [/LIST] The rules need to be written in a way that accepts and considers the mindset of all three groups as potentially playing the game and some rules need to consider one group more heavily than the others if that group brings a mindset likely to generate poor gameplay. Sid Meyer of the civilization games did a great (and very long) presentation about those and other types of gamers§ and why it's important to balance when a given group should be overly considered or flatly ignored in regards to particular elements of game design. All of the groups he discusses are likely to play the game being designed and not all of them are going to have desires that are healthy to the goal of making a good enjoyable game, but sometimes specific design elements need to be written specifically with the goal of supporting the needs of a given group that depends on something working well. §I [I]want[/I] to say it was at gdc a few years ago but could be wrong [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
Top