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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="Maxperson" data-source="post: 9780302" data-attributes="member: 23751"><p>You need to back that up with some facts, because I've taught a bunch of folks who came to D&D from video games and zero of them were like that. <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" /> </p><p></p><p>It's almost as if they understood the difference between a sit down roleplaying game and a video game. I blame both Critical Role and their having brains.</p><p></p><p>No. I named a consequence. Falling from grace is not a build choice, because it's not a player choice. It's a mechanical consequence that came from the narrative action.</p><p></p><p>But here's another. Milestone XP. Tons of DMs use it, and many of them give out levels after a successful adventure. Sit on your asses resting and let the princess die, receive the mechanical consequence of not leveling up.</p><p></p><p>Correct. It's a mechanical consequence of the narrative choice to engage in an evil act by letting the princess die when she could have been saved, as well as the evil behavior of not caring that she died. It was not a player choice.</p><p></p><p>Yeah. I've seen none of that from the young video game players that I've taught the game to, nor from those young folks I observe playing D&D at my friend's game store.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9780302, member: 23751"] You need to back that up with some facts, because I've taught a bunch of folks who came to D&D from video games and zero of them were like that. 🤷♂️ It's almost as if they understood the difference between a sit down roleplaying game and a video game. I blame both Critical Role and their having brains. No. I named a consequence. Falling from grace is not a build choice, because it's not a player choice. It's a mechanical consequence that came from the narrative action. But here's another. Milestone XP. Tons of DMs use it, and many of them give out levels after a successful adventure. Sit on your asses resting and let the princess die, receive the mechanical consequence of not leveling up. Correct. It's a mechanical consequence of the narrative choice to engage in an evil act by letting the princess die when she could have been saved, as well as the evil behavior of not caring that she died. It was not a player choice. Yeah. I've seen none of that from the young video game players that I've taught the game to, nor from those young folks I observe playing D&D at my friend's game store. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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