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Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="BenjaminPey" data-source="post: 9776080" data-attributes="member: 7039344"><p>To me the revised encounter rules in the DMG24 are an anwser to all of that, changing from an adventure day paradigm to an "each encounter should be considered against a fully rested party". And they work quite well with my usual players. A high difficulty encounter always leaves them in bad shape, to the point that two in a row would almost always TPKed them. A moderate one followed with a short rest, then a high difficulty climactic battle is a good recipe to obtain this "by the skin of the teeth" feeling. It doesn't always work, but often enough.</p><p></p><p>Hence, these revised rules are, for me and my tables at least, fully compatible with the "two or three encounters a day tops" that seems to be the modern paradigm (and is, in fact, my personal preference). Even one is often enough, as it will make for an entertaining fight in any case.</p><p></p><p>I also note that it was possible to land around the same kind of pace in 2014 if you followed the "daily XP budget table". Divide the total daily XP budget by three and you would have a good "Big battle, short rest, Big battle, short rest, Big battle, long rest" mode. This metric of a third of the daily budget was my general ceiling for adventures with lowish numbers of encounters, and I used it with good results many times.</p></blockquote><p></p>
[QUOTE="BenjaminPey, post: 9776080, member: 7039344"] To me the revised encounter rules in the DMG24 are an anwser to all of that, changing from an adventure day paradigm to an "each encounter should be considered against a fully rested party". And they work quite well with my usual players. A high difficulty encounter always leaves them in bad shape, to the point that two in a row would almost always TPKed them. A moderate one followed with a short rest, then a high difficulty climactic battle is a good recipe to obtain this "by the skin of the teeth" feeling. It doesn't always work, but often enough. Hence, these revised rules are, for me and my tables at least, fully compatible with the "two or three encounters a day tops" that seems to be the modern paradigm (and is, in fact, my personal preference). Even one is often enough, as it will make for an entertaining fight in any case. I also note that it was possible to land around the same kind of pace in 2014 if you followed the "daily XP budget table". Divide the total daily XP budget by three and you would have a good "Big battle, short rest, Big battle, short rest, Big battle, long rest" mode. This metric of a third of the daily budget was my general ceiling for adventures with lowish numbers of encounters, and I used it with good results many times. [/QUOTE]
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