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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="James Gasik" data-source="post: 9780386" data-attributes="member: 6877472"><p>Except there aren't any in that adventure...*</p><p></p><p>And saying "well the DM has to modify the adventure" is all well and good, but why does the DM have to do that, anyways, exactly? If the game is built around this attrition model, why does it have things like Tiny Hut that you have to work around to enforce it?</p><p></p><p>Why do I have to seed NPC's with access to a specific spell just to foil the players options? And yes, of course, I could ban or alter the proud nails- but there are so many of them!</p><p></p><p>Let's be very honest here. 5e doesn't work the way it's supposed to out of the box. Saying "well, I, as an experienced DM can wrangle it into submission" is all well and good, but not every DM has that experience, and really, it's counterproductive to have a game that doesn't work unless you fix it yourself.</p><p></p><p>In this modern age where a major video game studio can release a game full of bugs and reap the benefits of having a modding community fix it for them, this may seem normal, but I assure you, it's not! Imagine if you bought a car and discovered in order to get it to work as advertised, you had to put in your own time and labor!</p><p></p><p>I don't think anyone would be happy with that, and yet it's ok for D&D to be that way? </p><p></p><p>*When I ran the 5e version, in fact, I couldn't modify the adventure in large ways, since I was running it for our local Adventure League. This is where I ran afoul of Crawford's "a hemisphere has a floor" comment.</p><p></p><p>Which I still contend is BS- that's only true if it's a solid sphere, and last I checked, LTH isn't.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9780386, member: 6877472"] Except there aren't any in that adventure...* And saying "well the DM has to modify the adventure" is all well and good, but why does the DM have to do that, anyways, exactly? If the game is built around this attrition model, why does it have things like Tiny Hut that you have to work around to enforce it? Why do I have to seed NPC's with access to a specific spell just to foil the players options? And yes, of course, I could ban or alter the proud nails- but there are so many of them! Let's be very honest here. 5e doesn't work the way it's supposed to out of the box. Saying "well, I, as an experienced DM can wrangle it into submission" is all well and good, but not every DM has that experience, and really, it's counterproductive to have a game that doesn't work unless you fix it yourself. In this modern age where a major video game studio can release a game full of bugs and reap the benefits of having a modding community fix it for them, this may seem normal, but I assure you, it's not! Imagine if you bought a car and discovered in order to get it to work as advertised, you had to put in your own time and labor! I don't think anyone would be happy with that, and yet it's ok for D&D to be that way? *When I ran the 5e version, in fact, I couldn't modify the adventure in large ways, since I was running it for our local Adventure League. This is where I ran afoul of Crawford's "a hemisphere has a floor" comment. Which I still contend is BS- that's only true if it's a solid sphere, and last I checked, LTH isn't. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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