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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="tetrasodium" data-source="post: 9779728" data-attributes="member: 93670"><p>I'm going to do something I hate doing and respond to your fisking with fisking in turn because this is going circles.</p><p></p><p>It absolutely is railroading to shutdown a rest simply by declaring it impossible and there were pages of discussion on why that is the case earlier, you may want to jump in with some of those rather than expecting to rehash it from square one.</p><p>If the gm relies exclusively on narrative weight instead then there are absolutely no consequences that impact the PCs on any level other than inconsequential narrative ones. You yourself made that clear when you were unable to supply any beyond the narrative ones you were defending design with.</p><p></p><p></p><p></p><p></p><p>What are they on a mechanical level.</p><p></p><p>Why are you ignoring the fact that it does NOT matter? The gm can interrupt that rest with endless encounters and the 5e PCs will no longer be at risk of losing hp/resources at a rate faster than they are gained when they shrug off the interruptions by starting a new rest. What DOES matter is that I'm the players will feel like their GM is trolling them.</p><p></p><p>It doesn't matter if taking the rest means some narrative consequences pile on up until the world is so toxic that ending the campaign is the only real option and all the while players will blame the gm for designing no win guaranteed fail adventure after no win guaranteed fail adventure because they are certain that rest early rest often nova loops are the intended way of playing that wotc designed</p><p></p><p></p><p></p><p>Time is not a cost in 5e, it's a narrative detail. Follow that right into the nex bit of what you wrote</p><p></p><p>I'm not sure why you <em>meeting</em> other players who feel that way matters given that your post suggests you very much seem to have trouble separating narrative detail of the fiction and meaningful cost as distinct concepts D&d is not and has never been a game system that requires players to engage with the fiction... Those systems often tend to have mechanics that aid the GM in enforcing that engagement or shepherding the fiction's direction/integrity, d&d5e does not substitute its failure to supply GM tools on the matter being discussed with those tools either</p><p></p><p></p><p></p><p>Citing story development doesn't fix the fact that wotc made a game where PCs are able to output 5-6x more than expected by system math for the last decade+ and rather than providing any gm support they instead muddied the waters with claims that there is no encounter expectations or how an encounter could be literally anything like a puzzle or social interaction.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9779728, member: 93670"] I'm going to do something I hate doing and respond to your fisking with fisking in turn because this is going circles. It absolutely is railroading to shutdown a rest simply by declaring it impossible and there were pages of discussion on why that is the case earlier, you may want to jump in with some of those rather than expecting to rehash it from square one. If the gm relies exclusively on narrative weight instead then there are absolutely no consequences that impact the PCs on any level other than inconsequential narrative ones. You yourself made that clear when you were unable to supply any beyond the narrative ones you were defending design with. What are they on a mechanical level. Why are you ignoring the fact that it does NOT matter? The gm can interrupt that rest with endless encounters and the 5e PCs will no longer be at risk of losing hp/resources at a rate faster than they are gained when they shrug off the interruptions by starting a new rest. What DOES matter is that I'm the players will feel like their GM is trolling them. It doesn't matter if taking the rest means some narrative consequences pile on up until the world is so toxic that ending the campaign is the only real option and all the while players will blame the gm for designing no win guaranteed fail adventure after no win guaranteed fail adventure because they are certain that rest early rest often nova loops are the intended way of playing that wotc designed Time is not a cost in 5e, it's a narrative detail. Follow that right into the nex bit of what you wrote I'm not sure why you [I]meeting[/I] other players who feel that way matters given that your post suggests you very much seem to have trouble separating narrative detail of the fiction and meaningful cost as distinct concepts D&d is not and has never been a game system that requires players to engage with the fiction... Those systems often tend to have mechanics that aid the GM in enforcing that engagement or shepherding the fiction's direction/integrity, d&d5e does not substitute its failure to supply GM tools on the matter being discussed with those tools either Citing story development doesn't fix the fact that wotc made a game where PCs are able to output 5-6x more than expected by system math for the last decade+ and rather than providing any gm support they instead muddied the waters with claims that there is no encounter expectations or how an encounter could be literally anything like a puzzle or social interaction. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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