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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="James Gasik" data-source="post: 9780502" data-attributes="member: 6877472"><p>This sort of thing can happen. Last year, I was playing in a megadungeon (<em>The Scarlet Citadel</em> by Kobold Press). Multiple times the party discussed pulling out and performing some downtime activity or even visiting the nearest major city to purchase better gear and supplies. I kept pointing out that we knew that there was a group of individuals up to No Good in the dungeon, and maybe we shouldn't let them have too much time to continue doing No Good. There were groans (especially from our Ranger, who really, really, <strong>really</strong> wanted a pair of magical short swords!), but they eventually conceded.</p><p></p><p>The DM did react to our character's actions twice, when dealing with the Trollkin bandits. The first time, we returned to find they had reinforced their defenses and trapped some of the entrances to their lair. The second time, they attacked the nearby village in retaliation, forcing us to defend it.</p><p></p><p>When the adventure was over, the DM confided in me that the main reason he did this was because my character kept reminding that there should be consequences- there was apparently some troubleshooting advice in the adventure, but by and large, he expected us to take our time with it, rather than constantly throw ourselves into the unknown. He'd never stated we were on a clock, I'd apparently done that all by myself because my character felt that was the most logical outcome.</p><p></p><p>But it turned out that the dungeon had been largely unexplored for months before we arrived, and it would take the forces of Really Bad some time to enact their No Good. We could have traveled to the city of Zobek to spend our hard-earned loot and been fine! If anything, our actions accelerated the timeline, and got us into several battles we weren't prepared for!</p><p></p><p>It didn't help that some of the large setpiece battles really did think we'd be fully rested, and we usually were not. </p><p></p><p>So yes, players can pace themselves- sometimes to their own detriment, lol.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9780502, member: 6877472"] This sort of thing can happen. Last year, I was playing in a megadungeon ([I]The Scarlet Citadel[/I] by Kobold Press). Multiple times the party discussed pulling out and performing some downtime activity or even visiting the nearest major city to purchase better gear and supplies. I kept pointing out that we knew that there was a group of individuals up to No Good in the dungeon, and maybe we shouldn't let them have too much time to continue doing No Good. There were groans (especially from our Ranger, who really, really, [B]really[/B] wanted a pair of magical short swords!), but they eventually conceded. The DM did react to our character's actions twice, when dealing with the Trollkin bandits. The first time, we returned to find they had reinforced their defenses and trapped some of the entrances to their lair. The second time, they attacked the nearby village in retaliation, forcing us to defend it. When the adventure was over, the DM confided in me that the main reason he did this was because my character kept reminding that there should be consequences- there was apparently some troubleshooting advice in the adventure, but by and large, he expected us to take our time with it, rather than constantly throw ourselves into the unknown. He'd never stated we were on a clock, I'd apparently done that all by myself because my character felt that was the most logical outcome. But it turned out that the dungeon had been largely unexplored for months before we arrived, and it would take the forces of Really Bad some time to enact their No Good. We could have traveled to the city of Zobek to spend our hard-earned loot and been fine! If anything, our actions accelerated the timeline, and got us into several battles we weren't prepared for! It didn't help that some of the large setpiece battles really did think we'd be fully rested, and we usually were not. So yes, players can pace themselves- sometimes to their own detriment, lol. [/QUOTE]
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