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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="mamba" data-source="post: 9779324" data-attributes="member: 7034611"><p>that would be true for any baseline and degree of ‘tightness’</p><p></p><p>As I wrote it is not just about that anyway. While I would prefer somewhat tighter math, there definitely is a limit to that, esp. with an attrition model, and I prefer that over an encounter based one.</p><p></p><p>The real goal is to not make rests the obvious best choice every single time, and to achieve that through mechanics rather than because the DM finds a way to have negative story impacts to counter the players innate desire to constantly rest, i.e. the players <em>want</em> to push on rather than the DM having to twist their arms for them to do so</p></blockquote><p></p>
[QUOTE="mamba, post: 9779324, member: 7034611"] that would be true for any baseline and degree of ‘tightness’ As I wrote it is not just about that anyway. While I would prefer somewhat tighter math, there definitely is a limit to that, esp. with an attrition model, and I prefer that over an encounter based one. The real goal is to not make rests the obvious best choice every single time, and to achieve that through mechanics rather than because the DM finds a way to have negative story impacts to counter the players innate desire to constantly rest, i.e. the players [I]want[/I] to push on rather than the DM having to twist their arms for them to do so [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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