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General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="tetrasodium" data-source="post: 9777197" data-attributes="member: 93670"><p>That bold bit seems a bit off the mark though. The push there is to ensure that the GM has no meaningful say other than railroading levels of fiat. It's quite easy to provide an alternative rest that gives PCs greater returns more often for less because the PCs are ultimately designed with the expectation they will recover at some point. Doing it the other way around is extremely difficult because too much of the system is designed to baselines that would need one off edge case rules when dialing down recovery</p><p></p><p>If that summary about wanting to make sure the gm doesn't have meaningful influence over when it's reasonable or possible to take & complete a rest we would not have seen wotc avoid even optional rules supporting GMs on the matter for over a decade</p><p></p><p>It's complicated, but I'll try. Trying takes a bunch of explaining though because it justly slaughters the usual sacred cows... In no parti order...</p><p></p><p>The attack roll is gone. Both monsters and PCs always hit successfully. Instead you have a power roll that determines which of your abilities are available. You can always use an ability that needed a lower roll if you roll high but not the other way around if you roll high.</p><p></p><p>Each class has some kind of class specific resource used to power their abilities in combat (usually kinda free outside combat). Those resources are gained by doing things that fit the class theme and such so you tend to get more of your resource by playing your character and being awesome. The GM ALSO has a resource called Malice, iirc it's one per player each round of combat and it can be used for a bunch of stuff in combat.</p><p></p><p></p><p>Yiu get "victories" from finishing combats and other cool stuff deserving victories. Those victories go away & get converted to experience when you take a respite (think 24 hr mai tai's by the pool level rest). Players try to avoid taking a respite as long as possible because those victories ALSO influence their abilities in ways that make them more powerful in ways that experience does not. Ime there is usually more discussion about the players checking if everyone feels confident pushing a bit further and how the party could work it out if anyone's on the fence incomes up the times I've run it</p><p></p><p>There is BOTH, building up class specific heroic resources and gaining victories leads to a lot of coop cinematic and tactical play at the table</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9777197, member: 93670"] That bold bit seems a bit off the mark though. The push there is to ensure that the GM has no meaningful say other than railroading levels of fiat. It's quite easy to provide an alternative rest that gives PCs greater returns more often for less because the PCs are ultimately designed with the expectation they will recover at some point. Doing it the other way around is extremely difficult because too much of the system is designed to baselines that would need one off edge case rules when dialing down recovery If that summary about wanting to make sure the gm doesn't have meaningful influence over when it's reasonable or possible to take & complete a rest we would not have seen wotc avoid even optional rules supporting GMs on the matter for over a decade It's complicated, but I'll try. Trying takes a bunch of explaining though because it justly slaughters the usual sacred cows... In no parti order... The attack roll is gone. Both monsters and PCs always hit successfully. Instead you have a power roll that determines which of your abilities are available. You can always use an ability that needed a lower roll if you roll high but not the other way around if you roll high. Each class has some kind of class specific resource used to power their abilities in combat (usually kinda free outside combat). Those resources are gained by doing things that fit the class theme and such so you tend to get more of your resource by playing your character and being awesome. The GM ALSO has a resource called Malice, iirc it's one per player each round of combat and it can be used for a bunch of stuff in combat. Yiu get "victories" from finishing combats and other cool stuff deserving victories. Those victories go away & get converted to experience when you take a respite (think 24 hr mai tai's by the pool level rest). Players try to avoid taking a respite as long as possible because those victories ALSO influence their abilities in ways that make them more powerful in ways that experience does not. Ime there is usually more discussion about the players checking if everyone feels confident pushing a bit further and how the party could work it out if anyone's on the fence incomes up the times I've run it There is BOTH, building up class specific heroic resources and gaining victories leads to a lot of coop cinematic and tactical play at the table [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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