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="EzekielRaiden" data-source="post: 9776783" data-attributes="member: 6790260"><p>I think it's perfectly possible to design a game where both concerns can work. It just has to be an active, and <em>rigorously tested</em>, design goal from the beginning that both attrition-focused gameplay and tactics-focused gameplay provide rich, rewarding experiences, with tools for either side to elide out the other <em>if</em> desired. E.g. my "Skirmish" concept; "Skirmishes" are to full combats what group skil checks are to Skill Challenges--that is, a Skirmish is light, <em><strong>fast</strong></em>, and focused on long-term costs, not round-by-round details. Obviously it's not something I've fully designed out, but there's nothing preventing such a structure.</p><p></p><p>Those who favor attrition gameplay would then prefer mostly Skirmishes, with true <em>combats</em> being stuff like "this is a boss battle, every blow matters". Those who favor tactical gameplay would use various bits and bobs that simplify the strategic layer of play--not totally getting rid of it, but reducing it to similarly simple choices with meaningful effects in the layer they prefer to focus on, <em>unless</em> something truly warrants it (like, say, what DW calls "Undertake a Perilous Journey" where you're <em>specifically</em> going into hostile territory and resources/supplies/safe spaces <em>matter</em> a whole bunch).</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9776783, member: 6790260"] I think it's perfectly possible to design a game where both concerns can work. It just has to be an active, and [I]rigorously tested[/I], design goal from the beginning that both attrition-focused gameplay and tactics-focused gameplay provide rich, rewarding experiences, with tools for either side to elide out the other [I]if[/I] desired. E.g. my "Skirmish" concept; "Skirmishes" are to full combats what group skil checks are to Skill Challenges--that is, a Skirmish is light, [I][B]fast[/B][/I], and focused on long-term costs, not round-by-round details. Obviously it's not something I've fully designed out, but there's nothing preventing such a structure. Those who favor attrition gameplay would then prefer mostly Skirmishes, with true [I]combats[/I] being stuff like "this is a boss battle, every blow matters". Those who favor tactical gameplay would use various bits and bobs that simplify the strategic layer of play--not totally getting rid of it, but reducing it to similarly simple choices with meaningful effects in the layer they prefer to focus on, [I]unless[/I] something truly warrants it (like, say, what DW calls "Undertake a Perilous Journey" where you're [I]specifically[/I] going into hostile territory and resources/supplies/safe spaces [I]matter[/I] a whole bunch). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
Top