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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="M_Natas" data-source="post: 9776022" data-attributes="member: 7025918"><p>I think it is a problem on enough tables that it leads to constant discussion in forums such as these here and it is definitley a problem for Newbie-DMs.</p><p>Like, I did something crazy, when I started playing and DMing D&D - I read all of the PHB and the DMG (2014 version) and then used those to create adventures! Followed the adventure day exactly. So and so many XP between Long Rests. Planned the adventures around it.</p><p></p><p>And it actually worked. </p><p></p><p>But I also watched Critical Role and when I created a bigger campaign, I run into all the issues discussed here, because when I used longer form adventures with less battles between long rests, the DMG didn't give me any help. Deadly (because deadly was never explained, what it actually means) didn't feel deadly. But I also didn't had a clue on how much more deadly I can make encounters without just outright killing the party. So for a whole year my encounters felt underpowered and I started to throw crazier and crazier encounter on the party - killing thousands of zombies at level 4 (by killing the Pseudoliches leading that Zombiearmy) or stopping an Invasion of a city which used a Kraken as an amphibian at Level 6 (to be fair, they recruited the Child-Wizards from the City-Magic-Academy to fire a lot of fireballs at the kraken, but that also killed the Kids). </p><p>But I also was way to generous with Magic Items and giving them a Pet Dragon ...</p><p></p><p>My current spelljammer campaign is way better in that regard, because now I know what I'm doing and can fix all the things and problems, WotC ignored or didn't like to explain in its DMG. I also used variant rests (only long resting in a safe habour and gradual ressource regeneration, also training for Level Ups, using XP again instead of milestones, not so much rail roading, knowing what I can throw at the party at full power ...)</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9776022, member: 7025918"] I think it is a problem on enough tables that it leads to constant discussion in forums such as these here and it is definitley a problem for Newbie-DMs. Like, I did something crazy, when I started playing and DMing D&D - I read all of the PHB and the DMG (2014 version) and then used those to create adventures! Followed the adventure day exactly. So and so many XP between Long Rests. Planned the adventures around it. And it actually worked. But I also watched Critical Role and when I created a bigger campaign, I run into all the issues discussed here, because when I used longer form adventures with less battles between long rests, the DMG didn't give me any help. Deadly (because deadly was never explained, what it actually means) didn't feel deadly. But I also didn't had a clue on how much more deadly I can make encounters without just outright killing the party. So for a whole year my encounters felt underpowered and I started to throw crazier and crazier encounter on the party - killing thousands of zombies at level 4 (by killing the Pseudoliches leading that Zombiearmy) or stopping an Invasion of a city which used a Kraken as an amphibian at Level 6 (to be fair, they recruited the Child-Wizards from the City-Magic-Academy to fire a lot of fireballs at the kraken, but that also killed the Kids). But I also was way to generous with Magic Items and giving them a Pet Dragon ... My current spelljammer campaign is way better in that regard, because now I know what I'm doing and can fix all the things and problems, WotC ignored or didn't like to explain in its DMG. I also used variant rests (only long resting in a safe habour and gradual ressource regeneration, also training for Level Ups, using XP again instead of milestones, not so much rail roading, knowing what I can throw at the party at full power ...) [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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