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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="M_Natas" data-source="post: 9781081" data-attributes="member: 7025918"><p>I would say, it would be good advice in adventures and the DMG, if they add something like this:</p><p></p><p>For the DMG: Think about the pacing of your adventure. Does the party have time constraints? What would happen if a party takes long rests after every battle? Think about the ingame consequences and failstates that could generate. But also, if the adventure you are planning to run doesn't have time constraints and it would be contrived to find failstates for frequent long rests, you can increase the encounter difficulty to two times the deadly/high difficulty xp value.</p><p></p><p>And for adventure similiar:</p><p>"The encounters in this adventure are tuned to party that adventures cautiously and frequently takes long rest, because it is about the exploration about this mega dungeon with a lot of mindless undead, who will not act strategically to the intrusion of the party into their domain. So don't try to punish a party for often going back to base camp and rest."</p><p></p><p>Vs</p><p></p><p>"This adventure is on a time crunch. If the players don't finish it in 3 ingame days, the dragon will be sacrificed to the princess, evil unicorns will devour the lands and a puppy will be kicked. If the party takes more than two long rests, they loose the adventure. The encounters in this adventure are attuned to two long rests and should be achievable by a party, that's acts smart.</p><p>If, by bad luck or poor choices, the party is low on ressources and out of time, you can guide them to the temple of deux ex machina, where you can grant them the benefits of an additional long rest as an action for all the treasure they have accumulated so far."</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9781081, member: 7025918"] I would say, it would be good advice in adventures and the DMG, if they add something like this: For the DMG: Think about the pacing of your adventure. Does the party have time constraints? What would happen if a party takes long rests after every battle? Think about the ingame consequences and failstates that could generate. But also, if the adventure you are planning to run doesn't have time constraints and it would be contrived to find failstates for frequent long rests, you can increase the encounter difficulty to two times the deadly/high difficulty xp value. And for adventure similiar: "The encounters in this adventure are tuned to party that adventures cautiously and frequently takes long rest, because it is about the exploration about this mega dungeon with a lot of mindless undead, who will not act strategically to the intrusion of the party into their domain. So don't try to punish a party for often going back to base camp and rest." Vs "This adventure is on a time crunch. If the players don't finish it in 3 ingame days, the dragon will be sacrificed to the princess, evil unicorns will devour the lands and a puppy will be kicked. If the party takes more than two long rests, they loose the adventure. The encounters in this adventure are attuned to two long rests and should be achievable by a party, that's acts smart. If, by bad luck or poor choices, the party is low on ressources and out of time, you can guide them to the temple of deux ex machina, where you can grant them the benefits of an additional long rest as an action for all the treasure they have accumulated so far." [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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