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.
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="M_Natas" data-source="post: 9775879" data-attributes="member: 7025918"><p>Yeah, this right here is the crux of it.</p><p></p><p>It’s not that players are trying to cheese the five-minute workday (5MWD). It’s that the 5MWD has basically become the default, simply because most groups don’t run dungeon crawls or long adventuring days very often.</p><p></p><p>If players start forcing rests in ways that don’t make sense in the world, that’s something a DM can handle with in-game consequences. But the bigger issue is that the dominant 5e playstyle, influenced by shows like Critical Role, is very narrative-focused. You usually get one or two major fights before it makes sense in the story to rest. Those “6 to 8 encounters per long rest” guidelines from the DMG are the exception, not the rule.</p><p></p><p>That’s where things start to break down. If you follow the DMG encounter guidelines as a new DM, you’ll quickly notice that “deadly” doesn’t really mean deadly for a fully rested party. You often need to double or even triple up on encounters to make things feel like a real challenge.</p><p></p><p>On top of that, only having one combat between full resource refreshes removes a lot of the tactical and strategic depth that comes from managing resources. With just one fight per day, there’s no real consequence to burning everything, because you’ll get it all back. The only feedback loop left is “are we winning, losing, or dead?” If you misjudge the difficulty or roll badly, you’re done, because there’s no chance to adjust or adapt over time.</p><p></p><p>When you have multiple encounters between long rests, you get gradual feedback. If the first fight hits harder than expected and the second leaves the party barely standing, now they have choices. Do we push on and risk it, or fall back and rest while the enemies regroup? That layer of tension and decision-making doesn’t exist in the one-fight-per-day setup.</p><p></p><p>To really fix this, whether you want one big cinematic fight or a full six-to-eight encounter day, the resting system needs to adapt to both styles of play.</p><p></p><p>And that’s not hard to do.</p><p></p><p>Just make long rests restore only a fraction of resources, somewhere between 0% and 30%, depending on conditions. Did they have a good campsite and real sleep, or did they crash in the mud during a storm? Let that matter.</p><p></p><p>Now resources deplete over multiple days, and wilderness exploration actually means something again. Casting Goodberry or Create Food and Water becomes a real choice, not just a “might as well, I’ve got spell slots left” action at the end of the day.</p><p></p><p>A fully rested party can still handle six to eight encounters in a single day, but that same resource pool can also stretch across ten encounters over ten days, depending on how they manage it.</p><p></p><p>Gradual resource regeneration, like in my Gradual Gritty Realism Rest Rules, literally fixes all the problems mentioned in this thread.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9775879, member: 7025918"] Yeah, this right here is the crux of it. It’s not that players are trying to cheese the five-minute workday (5MWD). It’s that the 5MWD has basically become the default, simply because most groups don’t run dungeon crawls or long adventuring days very often. If players start forcing rests in ways that don’t make sense in the world, that’s something a DM can handle with in-game consequences. But the bigger issue is that the dominant 5e playstyle, influenced by shows like Critical Role, is very narrative-focused. You usually get one or two major fights before it makes sense in the story to rest. Those “6 to 8 encounters per long rest” guidelines from the DMG are the exception, not the rule. That’s where things start to break down. If you follow the DMG encounter guidelines as a new DM, you’ll quickly notice that “deadly” doesn’t really mean deadly for a fully rested party. You often need to double or even triple up on encounters to make things feel like a real challenge. On top of that, only having one combat between full resource refreshes removes a lot of the tactical and strategic depth that comes from managing resources. With just one fight per day, there’s no real consequence to burning everything, because you’ll get it all back. The only feedback loop left is “are we winning, losing, or dead?” If you misjudge the difficulty or roll badly, you’re done, because there’s no chance to adjust or adapt over time. When you have multiple encounters between long rests, you get gradual feedback. If the first fight hits harder than expected and the second leaves the party barely standing, now they have choices. Do we push on and risk it, or fall back and rest while the enemies regroup? That layer of tension and decision-making doesn’t exist in the one-fight-per-day setup. To really fix this, whether you want one big cinematic fight or a full six-to-eight encounter day, the resting system needs to adapt to both styles of play. And that’s not hard to do. Just make long rests restore only a fraction of resources, somewhere between 0% and 30%, depending on conditions. Did they have a good campsite and real sleep, or did they crash in the mud during a storm? Let that matter. Now resources deplete over multiple days, and wilderness exploration actually means something again. Casting Goodberry or Create Food and Water becomes a real choice, not just a “might as well, I’ve got spell slots left” action at the end of the day. A fully rested party can still handle six to eight encounters in a single day, but that same resource pool can also stretch across ten encounters over ten days, depending on how they manage it. Gradual resource regeneration, like in my Gradual Gritty Realism Rest Rules, literally fixes all the problems mentioned in this thread. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
Top