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Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Minigiant" data-source="post: 9779783" data-attributes="member: 63508"><p>One other thing I believe that is a major change in the culture of D&D today is that many of the players and DMS are gamers from the era when dungeons in video games are different. </p><p></p><p>Floor clear to rest dungeons.</p><p></p><p>Basically you come to every floor of the dungeon with full resour. </p><p></p><p>You travel from the city to the forest fighting the monsters on the way. Before you get to the forest you rest. </p><p>You travel through the forest to the cave area fighting all the monsters on the way. Before you go to the cave you rest. </p><p>You get to the cave. You kill the goblin guards. You rest</p><p>Enter the cave and killed the goblins on the first level of the cave. You rest</p><p>You go down to the second level of the cave to find the goblin boss fully rested and you unload on whatever cheesy abilities you have and it has. </p><p></p><p>And this model you enter every fight with all of your resources. </p><p></p><p>This is different from the traditional attrition model because you host to fight the entire quest with only 1 reset rest. So you're supposed to be able to fight the goblin boss at 20% power. </p><p></p><p>A goblin boss designed to be fought at 20% power is different from a goblin boss designed to be fought at 50% power which is different from a goboin boss designed to be fought at 100% power.</p><p></p><p>Video game pacing is another thing that is piled upon the other aspects session time, character complexity, and character tracking which makes it difficult to run attrition gameplay. </p><p></p><p>I think the truth issue is that attrition gameplay might require simple characters and monsters which isn't profitable for a large company.</p><p></p><p>So my hot take is:</p><p></p><p>Attrition-based dungeon gameplay cannot be a major companies main gameplay Style unless they engage in heavy marketing and rely on alternative streams of profits. Attrition based gunplay is probably best left for the kickstarters and smaller companies who intend to make all their money up front and then invest into another game afterwards</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9779783, member: 63508"] One other thing I believe that is a major change in the culture of D&D today is that many of the players and DMS are gamers from the era when dungeons in video games are different. Floor clear to rest dungeons. Basically you come to every floor of the dungeon with full resour. You travel from the city to the forest fighting the monsters on the way. Before you get to the forest you rest. You travel through the forest to the cave area fighting all the monsters on the way. Before you go to the cave you rest. You get to the cave. You kill the goblin guards. You rest Enter the cave and killed the goblins on the first level of the cave. You rest You go down to the second level of the cave to find the goblin boss fully rested and you unload on whatever cheesy abilities you have and it has. And this model you enter every fight with all of your resources. This is different from the traditional attrition model because you host to fight the entire quest with only 1 reset rest. So you're supposed to be able to fight the goblin boss at 20% power. A goblin boss designed to be fought at 20% power is different from a goblin boss designed to be fought at 50% power which is different from a goboin boss designed to be fought at 100% power. Video game pacing is another thing that is piled upon the other aspects session time, character complexity, and character tracking which makes it difficult to run attrition gameplay. I think the truth issue is that attrition gameplay might require simple characters and monsters which isn't profitable for a large company. So my hot take is: Attrition-based dungeon gameplay cannot be a major companies main gameplay Style unless they engage in heavy marketing and rely on alternative streams of profits. Attrition based gunplay is probably best left for the kickstarters and smaller companies who intend to make all their money up front and then invest into another game afterwards [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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