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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9779749" data-attributes="member: 710"><p>Narrative constraints to contain rules is always problematic, since there is no guarantee the narrative constraints exist or applies. And the mechanics also constrain the narrative - what if you want there to be 30 rounds of combat to get to the part where you finally rescue the princess from sacrifice, because you have a map of a nice dungeon and you have established in the fiction how many cultists and mercenaries the group needs to run their operation? That can't be, you mechanically <em>must</em> design your dungeon so that the party - at least with reasonably good play - can find a path to victory in 20 combat rounds, or you already preordained that the party or the princess are going to die.</p><p></p><p>Mechanical reasons for resting do always exist, and the benefits are balanced by narrative constraints that only sometimes exist. </p><p>Some spend a lot of focus on why there are narrative needs for the party to press on. But what if there is not? What if there really is no reason to expect 20 rounds of combat to happen from midnight to midnight? Sure, you can engineer to make that one fight really hard - but the one that has 4 abilities he was supposed to have to meter out over 5-8 combats now vs the one using 4 abilities that he was supposed to use every of those 5-8 combats is vs the one using the 2 abilities he was capable of using every other round of each combat will have a power difference in this encounter. That can easily get annoying to the people.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9779749, member: 710"] Narrative constraints to contain rules is always problematic, since there is no guarantee the narrative constraints exist or applies. And the mechanics also constrain the narrative - what if you want there to be 30 rounds of combat to get to the part where you finally rescue the princess from sacrifice, because you have a map of a nice dungeon and you have established in the fiction how many cultists and mercenaries the group needs to run their operation? That can't be, you mechanically [I]must[/I] design your dungeon so that the party - at least with reasonably good play - can find a path to victory in 20 combat rounds, or you already preordained that the party or the princess are going to die. Mechanical reasons for resting do always exist, and the benefits are balanced by narrative constraints that only sometimes exist. Some spend a lot of focus on why there are narrative needs for the party to press on. But what if there is not? What if there really is no reason to expect 20 rounds of combat to happen from midnight to midnight? Sure, you can engineer to make that one fight really hard - but the one that has 4 abilities he was supposed to have to meter out over 5-8 combats now vs the one using 4 abilities that he was supposed to use every of those 5-8 combats is vs the one using the 2 abilities he was capable of using every other round of each combat will have a power difference in this encounter. That can easily get annoying to the people. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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