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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Mort" data-source="post: 9775751" data-attributes="member: 762"><p>Players will fight the passage of time tooth and nail? Players will fight obvious time constraints (not unnatural ones, obvious ones) tooth and nail?</p><p></p><p>So if you're chasing the BBEG, and you've found his stronghold. The group gets through the grunts and cannon fodder. The group progresses and gets through the lieutenants - they have the BBEG cornered. But wait, the casters have gone through most of their high level spells! they should take an 8 hour rest rather than proceed to the BBEG?</p><p></p><p>And when they do, and the BBEG has fled, or summoned reinforcements, the players will get mad? You would walk? </p><p></p><p></p><p>But it's not ALWAYS feasible for the PCs to be at their best. Sure, sometimes, often, whatever. But ALWAYS? And to claim that the players are ONLY having fun when they approach every scenario at full strength? </p><p></p><p>If this was the case, then every fight is the same. The players use the same top abilities for each encounter and prevail in mostly the same way. This seems boring to me!</p><p></p><p></p><p>4e has shown that sure, this works . But it's not the only way.</p><p></p><p>Controlling the pace of play is not artificial, somehow expecting that plunking down and resting wherever and whenever will always work - that's artificial.</p><p></p><p></p><p>I've never once said the players are in anyway broken or need to be fixed - that's absurd. And this "hard fun" phrase, I think you're conflating me with someone else.</p><p></p><p>I've said the DM needs to enforce the pace of play and not have some kind of artificial framework where the PCs essentially operate inside a time stop spell.</p><p></p><p>But further. If 5-8 encounters is unrealistic, and it often is (you're not in a dungeon or similar environment, for example), then just use more of the daily budget in designing encounters. Only want 2? make sure you throw enough XP to make that count? Only want 1? throw even more, a big legendary monster well above 4+ level of the group or waves of enemies etc.</p></blockquote><p></p>
[QUOTE="Mort, post: 9775751, member: 762"] Players will fight the passage of time tooth and nail? Players will fight obvious time constraints (not unnatural ones, obvious ones) tooth and nail? So if you're chasing the BBEG, and you've found his stronghold. The group gets through the grunts and cannon fodder. The group progresses and gets through the lieutenants - they have the BBEG cornered. But wait, the casters have gone through most of their high level spells! they should take an 8 hour rest rather than proceed to the BBEG? And when they do, and the BBEG has fled, or summoned reinforcements, the players will get mad? You would walk? But it's not ALWAYS feasible for the PCs to be at their best. Sure, sometimes, often, whatever. But ALWAYS? And to claim that the players are ONLY having fun when they approach every scenario at full strength? If this was the case, then every fight is the same. The players use the same top abilities for each encounter and prevail in mostly the same way. This seems boring to me! 4e has shown that sure, this works . But it's not the only way. Controlling the pace of play is not artificial, somehow expecting that plunking down and resting wherever and whenever will always work - that's artificial. I've never once said the players are in anyway broken or need to be fixed - that's absurd. And this "hard fun" phrase, I think you're conflating me with someone else. I've said the DM needs to enforce the pace of play and not have some kind of artificial framework where the PCs essentially operate inside a time stop spell. But further. If 5-8 encounters is unrealistic, and it often is (you're not in a dungeon or similar environment, for example), then just use more of the daily budget in designing encounters. Only want 2? make sure you throw enough XP to make that count? Only want 1? throw even more, a big legendary monster well above 4+ level of the group or waves of enemies etc. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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