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Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Edgar Ironpelt" data-source="post: 9775733" data-attributes="member: 32075"><p>Players will fight this tooth and nail - and they won't be wrong to do so. As a player I would fight it tooth and nail - or more likely just walk away from the table.</p><p></p><p>There are good reasons why frequent rests and the five-minute-day have become a thing. It's in the players' interest to seek to have full resources for each encounter, both out-of-game as players seeking to maximize their fun and in-game as faithfully roleplaying the desires and preferences of their characters.</p><p></p><p>Unless you want a game where the players are actually Co-DMs, running 'their' characters as NPCs acting in the campaign's interest rather than PCs acting in the characters' own interests, a better solution is to reduce or eliminate the elements that created the natural push for frequent rests (the "five minute adventuring day") in the first place. Cut back or eliminate alpha abilities in favor of at-will ones in the design, and accept that the PCs will by default be up to full hit points for each encounter</p><p></p><p>It's not the players who are 'broken' and need to be 'fixed' - reeducated into eschewing "munchkinism" and embracing "hard fun." It's the game mechanics that are broken due to being so heavily loaded with "cool and exciting" alpha abilities. Vancian magic was D&D's original sin, here.</p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 9775733, member: 32075"] Players will fight this tooth and nail - and they won't be wrong to do so. As a player I would fight it tooth and nail - or more likely just walk away from the table. There are good reasons why frequent rests and the five-minute-day have become a thing. It's in the players' interest to seek to have full resources for each encounter, both out-of-game as players seeking to maximize their fun and in-game as faithfully roleplaying the desires and preferences of their characters. Unless you want a game where the players are actually Co-DMs, running 'their' characters as NPCs acting in the campaign's interest rather than PCs acting in the characters' own interests, a better solution is to reduce or eliminate the elements that created the natural push for frequent rests (the "five minute adventuring day") in the first place. Cut back or eliminate alpha abilities in favor of at-will ones in the design, and accept that the PCs will by default be up to full hit points for each encounter It's not the players who are 'broken' and need to be 'fixed' - reeducated into eschewing "munchkinism" and embracing "hard fun." It's the game mechanics that are broken due to being so heavily loaded with "cool and exciting" alpha abilities. Vancian magic was D&D's original sin, here. [/QUOTE]
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