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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="kigmatzomat" data-source="post: 9775171" data-attributes="member: 9254"><p>While I was rather facetious about in-game knowledge, I will say my 5e groups well exceed the "20 rounds per day" and also take rests after retreating to what could be considered a safe distance. From my game logs, most "adventuring days" last about 3-5 hours with us calling it around lunch time. Some time we actually "take lunch" (short rest) but others its eat some jerky while the rogue, bard and warlock try to puzzle something out without killing everyone.</p><p></p><p>We are usually down to around 25% resources and have gone through a dozen encounters. As someone who is normally a GM, I am mad at the design of things like Princes of the Apocalypse where it does contortions to avoid fights bringing in reinforcements. </p><p></p><p>The 5e approach of "only a small number of foes" is, imo, the root cause of many issues. It would make lower level enemies viable longer when they are present by the dozen. Tactics and use cases change. Yes, it makes combats more complex and last longer. But it would also exhaust more resources ahead of the boss battles without trying to figure out how to keep having relatively tiny set pieces that make sense. </p><p></p><p>I'd love to run a bunch of 5e-only gamers through 2e style encounters, such as warbands of 6d10 goblins. (From memory. I vaguely remember some goblin encounters were in lots of d100s)</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9775171, member: 9254"] While I was rather facetious about in-game knowledge, I will say my 5e groups well exceed the "20 rounds per day" and also take rests after retreating to what could be considered a safe distance. From my game logs, most "adventuring days" last about 3-5 hours with us calling it around lunch time. Some time we actually "take lunch" (short rest) but others its eat some jerky while the rogue, bard and warlock try to puzzle something out without killing everyone. We are usually down to around 25% resources and have gone through a dozen encounters. As someone who is normally a GM, I am mad at the design of things like Princes of the Apocalypse where it does contortions to avoid fights bringing in reinforcements. The 5e approach of "only a small number of foes" is, imo, the root cause of many issues. It would make lower level enemies viable longer when they are present by the dozen. Tactics and use cases change. Yes, it makes combats more complex and last longer. But it would also exhaust more resources ahead of the boss battles without trying to figure out how to keep having relatively tiny set pieces that make sense. I'd love to run a bunch of 5e-only gamers through 2e style encounters, such as warbands of 6d10 goblins. (From memory. I vaguely remember some goblin encounters were in lots of d100s) [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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