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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="tetrasodium" data-source="post: 9781311" data-attributes="member: 93670"><p>Why go from actively ignoring it as a thing even deserving a footnote to asking how many I would allow?Would you not agree that the rules should provide some support the gm in such a thing if they are expected to handle that for the system?I'll answer your question with a call for you to supply credible evidence of mechanical support for enabling the gm limiting such a thing in the 5e resting rules. The rest rules pretty much guarantee a successful short rest when players simply resume after an interruption and that holds fairly true right up until the gm invokes fiat to simply declare the short rest impossible with the finality of RATM: killing in the name's closing lines.</p><p></p><p>To answer the question though, back in ad&d2e & 3.x when the GM had significant influence over how much of a rest was even possible & players had PCs designed to hsndlylinear returns i was probably reasonably flexible when it came to allowing and negotiating small recoveries to cover for things like bad luck and unexpectedly poor strategies given a track record reasonable resource burn rates falling well short of an attempt at 5mwd.</p><p></p><p></p><p></p><p>If you need it, imagine <a href="https://www.enworld.org/threads/mike-mearls-explains-why-your-boss-monsters-die-too-easily.715658/post-9775689" target="_blank">this group</a> . They approach the game with a video game mindset expecting regular on demand rests as the resting rules very much support. Previously they learned and accepted that the GM might be justified in limiting long rests and after quick rules skim noticed that short rests get such an obvious pass on top of short rest class design that the idea of video game style short rest recovery is as RAI of a play style that now 2.5-3+ players in @ 3-5 player group have built PCs around their ability to maintain it</p><p></p><p>Although it's not a thing that you need to see personally in order to accept that it's a thing GMs deserve published support on. Multiple posters have commented about frequently seeing players with <a href="https://www.enworld.org/threads/mike-mearls-explains-why-your-boss-monsters-die-too-easily.715658/post-9780296" target="_blank">that video game sourced mindset to</a> roleplaying games short rest loop expectation & other posters saying there should be no attrition with all encounters assumed beginning with full resources. All that's required is to accept that they aren't a pack of liars and imagine yourself in the scenario where players came to the table with badly set levels of power fantasy expectations. It's easy to react in ways other than reinforcing the badly set power fantasy expansion once that low bar of imagination looking out from the shoes of others --OR-- agree that there is probably a line where short rests become an excessive overindulgance which the gm should have solid backing when it comes to saying "enough".</p><p></p><p>I am aware of that pointless and unsupported but of advice existing in print in a system with the mechanics to those rests nearly guaranteeing success outside of an active battlefield. Now please expound on the tools provided to the gm when players of short rest classes feel the number should be far in excess of that and those players also have a video game mindset that results in them blaming the gm for the result of any narrative consequences of their own excess</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9781311, member: 93670"] Why go from actively ignoring it as a thing even deserving a footnote to asking how many I would allow?Would you not agree that the rules should provide some support the gm in such a thing if they are expected to handle that for the system?I'll answer your question with a call for you to supply credible evidence of mechanical support for enabling the gm limiting such a thing in the 5e resting rules. The rest rules pretty much guarantee a successful short rest when players simply resume after an interruption and that holds fairly true right up until the gm invokes fiat to simply declare the short rest impossible with the finality of RATM: killing in the name's closing lines. To answer the question though, back in ad&d2e & 3.x when the GM had significant influence over how much of a rest was even possible & players had PCs designed to hsndlylinear returns i was probably reasonably flexible when it came to allowing and negotiating small recoveries to cover for things like bad luck and unexpectedly poor strategies given a track record reasonable resource burn rates falling well short of an attempt at 5mwd. If you need it, imagine [URL='https://www.enworld.org/threads/mike-mearls-explains-why-your-boss-monsters-die-too-easily.715658/post-9775689']this group[/URL] . They approach the game with a video game mindset expecting regular on demand rests as the resting rules very much support. Previously they learned and accepted that the GM might be justified in limiting long rests and after quick rules skim noticed that short rests get such an obvious pass on top of short rest class design that the idea of video game style short rest recovery is as RAI of a play style that now 2.5-3+ players in @ 3-5 player group have built PCs around their ability to maintain it Although it's not a thing that you need to see personally in order to accept that it's a thing GMs deserve published support on. Multiple posters have commented about frequently seeing players with [URL='https://www.enworld.org/threads/mike-mearls-explains-why-your-boss-monsters-die-too-easily.715658/post-9780296']that video game sourced mindset to[/URL] roleplaying games short rest loop expectation & other posters saying there should be no attrition with all encounters assumed beginning with full resources. All that's required is to accept that they aren't a pack of liars and imagine yourself in the scenario where players came to the table with badly set levels of power fantasy expectations. It's easy to react in ways other than reinforcing the badly set power fantasy expansion once that low bar of imagination looking out from the shoes of others --OR-- agree that there is probably a line where short rests become an excessive overindulgance which the gm should have solid backing when it comes to saying "enough". I am aware of that pointless and unsupported but of advice existing in print in a system with the mechanics to those rests nearly guaranteeing success outside of an active battlefield. Now please expound on the tools provided to the gm when players of short rest classes feel the number should be far in excess of that and those players also have a video game mindset that results in them blaming the gm for the result of any narrative consequences of their own excess [/QUOTE]
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