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Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="James Gasik" data-source="post: 9780747" data-attributes="member: 6877472"><p>How many enemies, do you suppose, know what LTH even is? Can they make the necessary Arcana check to know that the opaque thing that arrows and spears bounce off of contains enemies? It's easy to assume enemies are prepared for the player's shenanigans, but in reality, the monsters should know as much about the PC's as the PC's know about the monsters- and since 5e lacks a dedicated monster knowledge system, that runs into it's own problems.</p><p></p><p>You have DM's who don't think players should know about Trolls until they fight them, so why do monsters get a pass to go "oho, a 3rd level Arcane Ritual! Go get those emergency Dispel Magic scrolls!".</p><p></p><p>Some adventures aren't designed to take LTH into account. Or Rope Trick. Or Catnap. Or Galder's Tower. Or House of Cards. Or Alarm. I could go on, but there's any number of tools players are handed to them by the game itself to overcome challenges in the field.</p><p></p><p>Also, again, if we as DM's have to go to such lengths to make sure the players don't use said tools just to make the game run smoothly, isn't that a huge problem? Why are we forced to fight against the system itself when we want, say, rations to matter in a world with Goodberry or Create Food and Water? When we want to force players to rest on our schedule, when the game literally says to them "if you want to rest, use this!". At what point are we making sure there are enemies immune to radiant damage so Spirit Guardians doesn't wreck every encounter with large numbers of enemies? At what point do we avoid using undead because the Cleric might turn them?</p><p></p><p>Why not just encase entire dungeons in antimagic zones if the system can't handle the existence of magic?</p><p></p><p>I believe that getting into an arms race with one's own players isn't healthy for a good game- so why does 5e seem to encourage us to do just that?</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9780747, member: 6877472"] How many enemies, do you suppose, know what LTH even is? Can they make the necessary Arcana check to know that the opaque thing that arrows and spears bounce off of contains enemies? It's easy to assume enemies are prepared for the player's shenanigans, but in reality, the monsters should know as much about the PC's as the PC's know about the monsters- and since 5e lacks a dedicated monster knowledge system, that runs into it's own problems. You have DM's who don't think players should know about Trolls until they fight them, so why do monsters get a pass to go "oho, a 3rd level Arcane Ritual! Go get those emergency Dispel Magic scrolls!". Some adventures aren't designed to take LTH into account. Or Rope Trick. Or Catnap. Or Galder's Tower. Or House of Cards. Or Alarm. I could go on, but there's any number of tools players are handed to them by the game itself to overcome challenges in the field. Also, again, if we as DM's have to go to such lengths to make sure the players don't use said tools just to make the game run smoothly, isn't that a huge problem? Why are we forced to fight against the system itself when we want, say, rations to matter in a world with Goodberry or Create Food and Water? When we want to force players to rest on our schedule, when the game literally says to them "if you want to rest, use this!". At what point are we making sure there are enemies immune to radiant damage so Spirit Guardians doesn't wreck every encounter with large numbers of enemies? At what point do we avoid using undead because the Cleric might turn them? Why not just encase entire dungeons in antimagic zones if the system can't handle the existence of magic? I believe that getting into an arms race with one's own players isn't healthy for a good game- so why does 5e seem to encourage us to do just that? [/QUOTE]
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