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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Scott Christian" data-source="post: 9780957" data-attributes="member: 6901101"><p>Many of them. I don't know about you, but our games generally revolve around something more than a bunch of carrion crawlers eating garbage in a city sewer. There are thieves' guilds, yuan-ti sects, gnoll hordes, orc strongholds, dragons, a myriad of demons, undead (many of which are intelligent), deurgar and drow cities, modrone cumminities, ogres and onis, goblin enclaves, hags, and anything in hell. That is 3/4 of the Monster Manual. All of these could have the ability to know what LTH is. All of these could make life miserable for someone sleeping inside for 8 hours and then getting up to "go adventuring." Heck, half of them, if the DM was playing with any fidelity, would probably be able to wipe out the party the second they came out of the hut.</p><p></p><p>All of the WotC adventures are designed with LTH in mind. It is a literal spell you get at 5th level. Try using it in Storm King's Thunder where some hill giants find out where you are. See what happens. If they don't know where you are, then it is very similar to hiding and getting a long rest. The only difference is you escape getting awoken by a wandering monster. Big deal. </p><p></p><p>The DM doesn't have to go through any length. If the DM did their job in creating good hooks, a narrative that works for the players, and something other than mindless monsters, then LTH is not an overpowered or game breaking spell. </p><p></p><p>There is no arms race. There is a consequence for sitting in a stronghold, or plane of hell, or lich's realm, or cultists' dungeon, or dragon's lair and sleeping for eight hours if you are found. That's all. If the players believe the narrative, they will understand that their opponents are not mindless, but instead, evil and intelligent. Once they believe that, LTH is simply a way to rest in hiding while avoiding wandering monsters. (If you use such things.)</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9780957, member: 6901101"] Many of them. I don't know about you, but our games generally revolve around something more than a bunch of carrion crawlers eating garbage in a city sewer. There are thieves' guilds, yuan-ti sects, gnoll hordes, orc strongholds, dragons, a myriad of demons, undead (many of which are intelligent), deurgar and drow cities, modrone cumminities, ogres and onis, goblin enclaves, hags, and anything in hell. That is 3/4 of the Monster Manual. All of these could have the ability to know what LTH is. All of these could make life miserable for someone sleeping inside for 8 hours and then getting up to "go adventuring." Heck, half of them, if the DM was playing with any fidelity, would probably be able to wipe out the party the second they came out of the hut. All of the WotC adventures are designed with LTH in mind. It is a literal spell you get at 5th level. Try using it in Storm King's Thunder where some hill giants find out where you are. See what happens. If they don't know where you are, then it is very similar to hiding and getting a long rest. The only difference is you escape getting awoken by a wandering monster. Big deal. The DM doesn't have to go through any length. If the DM did their job in creating good hooks, a narrative that works for the players, and something other than mindless monsters, then LTH is not an overpowered or game breaking spell. There is no arms race. There is a consequence for sitting in a stronghold, or plane of hell, or lich's realm, or cultists' dungeon, or dragon's lair and sleeping for eight hours if you are found. That's all. If the players believe the narrative, they will understand that their opponents are not mindless, but instead, evil and intelligent. Once they believe that, LTH is simply a way to rest in hiding while avoiding wandering monsters. (If you use such things.) [/QUOTE]
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