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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: 9779369" data-attributes="member: 93670"><p>You gave a consequence of the rest but not why that consequence matters. Look at the next order effects of saying <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" />who cares<img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" />and letting him die.</p><p></p><p>The quest fails? And? This one only matters if the players believe the gm will Walk away.</p><p></p><p>Other NPCs give the party gets cold shoulder from npcs? Again so what? They can sleep in a ditch and be perfectly safe recovering just fine. Magic item churn was stripped away and that's power was baked into the baseline class with everything tuned to starting gear level 1-20.</p><p></p><p>More monsters join the fight? Again... And? Are these the monsters </p><p>mearls noted PC's exceeding expectations by 5-6x? </p><p></p><p>Additional monsters are overtuned by 5-6x? Don't give exp? Etc? Now you Are back to the gm jumping in the line of fire wielding pure fiat to soak up the heated player ire for the failure of that ruleset to matter when it comes to providing gm & players with credible incentives that make taking another rest into something other than the most optimal choice actual incentives </p><p></p><p></p><p>Without ithe gm invoking fiat or players simply choosing to care, tell us what you think makes that sacrifice actually matter enough to make another rest not be the most optimal choice and it's almost certain that it really won't matter as much as implied</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9779369, member: 93670"] You gave a consequence of the rest but not why that consequence matters. Look at the next order effects of saying 🤷♂️who cares🤷♂️and letting him die. The quest fails? And? This one only matters if the players believe the gm will Walk away. Other NPCs give the party gets cold shoulder from npcs? Again so what? They can sleep in a ditch and be perfectly safe recovering just fine. Magic item churn was stripped away and that's power was baked into the baseline class with everything tuned to starting gear level 1-20. More monsters join the fight? Again... And? Are these the monsters mearls noted PC's exceeding expectations by 5-6x? Additional monsters are overtuned by 5-6x? Don't give exp? Etc? Now you Are back to the gm jumping in the line of fire wielding pure fiat to soak up the heated player ire for the failure of that ruleset to matter when it comes to providing gm & players with credible incentives that make taking another rest into something other than the most optimal choice actual incentives Without ithe gm invoking fiat or players simply choosing to care, tell us what you think makes that sacrifice actually matter enough to make another rest not be the most optimal choice and it's almost certain that it really won't matter as much as implied [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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