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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Maxperson" data-source="post: 9775483" data-attributes="member: 23751"><p>This is not the issue. Of course you can try to wait for that. I say try, because wandering monsters are often a thing and chance can disrupt it.</p><p></p><p>The issue is whether there's a time pressure or not, and there almost always is.</p><p></p><p>Some people have been arguing that PCs know the mechanics because they can see what happens in the game world.</p><p></p><p>I won't sacrifice or save the campaign over it. If the group rests and lets the cultists prepare to the point where they can't win, that's their fault, not mine. It's my job to have the world react to what the PCs do or don't do as the case may be. It may very well be that the cultists are unable to prepare much in the way of defense. Or they may. I'd have to know the specifics of the cultists and that location to make an actual call.</p><p></p><p>And rolling up only short rest PCs has other consequences. Long rest abilities are generally more powerful, which is why they aren't short rest abilities. </p><p></p><p>It really makes no matter to me. The world is going to react to what the players do or don't do, regardless of party make-up. I couldn't care less which classes they pick.</p><p></p><p>If the players look at consequences of their actions as punishments, they are too self-entitled for me to want to continue to play with. I'm not going to freeze the world so that a group of self-entitled players can have consequence free long rests whenever they want them.</p><p></p><p>DM: "You finish the fight and are exhausted. Most of your resources are gone, but you still have some fight in you. You hear from beyond the next door the BBEG's voice..."</p><p></p><p>Players interrupting: "We take a long rest right here."</p><p></p><p>(24 hours later)</p><p></p><p>DM: ...say, "I know you are out there, come through the door and let's be done with this!"</p><p></p><p>Sorry, I'm not going to just freeze things so that the players can always be at 100%.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9775483, member: 23751"] This is not the issue. Of course you can try to wait for that. I say try, because wandering monsters are often a thing and chance can disrupt it. The issue is whether there's a time pressure or not, and there almost always is. Some people have been arguing that PCs know the mechanics because they can see what happens in the game world. I won't sacrifice or save the campaign over it. If the group rests and lets the cultists prepare to the point where they can't win, that's their fault, not mine. It's my job to have the world react to what the PCs do or don't do as the case may be. It may very well be that the cultists are unable to prepare much in the way of defense. Or they may. I'd have to know the specifics of the cultists and that location to make an actual call. And rolling up only short rest PCs has other consequences. Long rest abilities are generally more powerful, which is why they aren't short rest abilities. It really makes no matter to me. The world is going to react to what the players do or don't do, regardless of party make-up. I couldn't care less which classes they pick. If the players look at consequences of their actions as punishments, they are too self-entitled for me to want to continue to play with. I'm not going to freeze the world so that a group of self-entitled players can have consequence free long rests whenever they want them. DM: "You finish the fight and are exhausted. Most of your resources are gone, but you still have some fight in you. You hear from beyond the next door the BBEG's voice..." Players interrupting: "We take a long rest right here." (24 hours later) DM: ...say, "I know you are out there, come through the door and let's be done with this!" Sorry, I'm not going to just freeze things so that the players can always be at 100%. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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