Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="James Gasik" data-source="post: 9780228" data-attributes="member: 6877472"><p>On the other hand, some adventures are basically static, and have no ability to react to the player's actions. Acererak's <em>Tomb of Horrors </em>or <em>The Hidden Shrine of Tamoachan</em>, for examples. You're actually meant to take your time and be cautious, so not only is there no reason not to rest, you literally; should when possible.</p><p></p><p>While Keraptis could react to the PC's actions in <em>White Plume Mountain</em>, as written, he only steps in after they recover the weapons and try to take them away. There's a lot of "classic" adventures that function in this manner, and even among the ones where the enemies can take action if the players take too much time, it's often on the DM to figure out what form that takes.</p><p></p><p>Now granted, the "Wandering Monsters Tables" in such adventures can be used to good effect, but really, if the players have demonstrated that they can rest safely for 8 hours, it doesn't really matter how many more fights they get into- it's just more experience points for them!</p><p></p><p>5e's resource model is woefullly inefficient when it comes to ye olde "ancient tomb sealed for a thousand years"- and the DM shouldn't have to A) not run such adventures, or B) come up with a timeline of events just to keep the game from imploding. And of course, what happens when bad luck forces a rest or makes the party unavailable to continue? Now your clock might ensure they fail through no fault of their own.</p><p></p><p>In "old school" play, adventurers are supposed to be cautious, to advance slowly, never overcommit, gain as much information as they can, plan and prepare ahead of time for difficult fights- maybe even trying to avoid them entirely!</p><p></p><p>It seems interesting that after five decades, we have a version of D&D that breaks if players actually do anything besides rush ahead until their batteries are drained, and DM's have to conspire to keep them running full tilt, and actually punishing that sort of methodical play, which logically any sane person in universe would be attempting!</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9780228, member: 6877472"] On the other hand, some adventures are basically static, and have no ability to react to the player's actions. Acererak's [I]Tomb of Horrors [/I]or [I]The Hidden Shrine of Tamoachan[/I], for examples. You're actually meant to take your time and be cautious, so not only is there no reason not to rest, you literally; should when possible. While Keraptis could react to the PC's actions in [I]White Plume Mountain[/I], as written, he only steps in after they recover the weapons and try to take them away. There's a lot of "classic" adventures that function in this manner, and even among the ones where the enemies can take action if the players take too much time, it's often on the DM to figure out what form that takes. Now granted, the "Wandering Monsters Tables" in such adventures can be used to good effect, but really, if the players have demonstrated that they can rest safely for 8 hours, it doesn't really matter how many more fights they get into- it's just more experience points for them! 5e's resource model is woefullly inefficient when it comes to ye olde "ancient tomb sealed for a thousand years"- and the DM shouldn't have to A) not run such adventures, or B) come up with a timeline of events just to keep the game from imploding. And of course, what happens when bad luck forces a rest or makes the party unavailable to continue? Now your clock might ensure they fail through no fault of their own. In "old school" play, adventurers are supposed to be cautious, to advance slowly, never overcommit, gain as much information as they can, plan and prepare ahead of time for difficult fights- maybe even trying to avoid them entirely! It seems interesting that after five decades, we have a version of D&D that breaks if players actually do anything besides rush ahead until their batteries are drained, and DM's have to conspire to keep them running full tilt, and actually punishing that sort of methodical play, which logically any sane person in universe would be attempting! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
Top