Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9782064" data-attributes="member: 42582"><p>Only Fea-bella emptied hers - because she'd refilled them from the rivulet flowing out from the pool with the corpse in it. But the others hadn't emptied their waterskins, and those were the ones that got tainted.</p><p></p><p>Think of it as a bit like a skill challenge, but with checks on both sides resolved via slightly intricate rock/paper/scissors. Feint vs Manoeuvre means that each side rolls independently - but the Manoeuvre successes provide buffs and impose debuffs for the next action; whereas the Feint does "damage" - and I got enough successes to get a full victory, so the players never got the benefit of their Manoeuvre successes.</p><p></p><p>The second spirit's success doesn't require any sort of separate resolution or action economy - that was the goal of the spirits in their Trickery, and how well they achieve it depends on (i) whether they win (they did) and (ii) how much "damage" they suffered on the way to victory (in this case, none). A win with no "damage" suffered is a total victory, so the spirits achieved their goal of tainting the PCs' water without being noticed.</p><p></p><p>At the table, the players knew the spirits had won completely (except they thought there was only one spirit), but I deliberately didn't tell them what that victory consisted in, because I didn't want to warn them away from having their PCs drink their water.</p><p></p><p>The players, as their PCs, conjectured that the spirit was a dead spirit (of the corpse). They were trying to persuade it to go to its final rest. I knew from the outset, based on my scenario prep, that the spirits' goal was to sneakily taint the PCs' water: that's the spirits' raison d'etre. (Their stat block includes <em>Instinct: Defile all clean drinking water</em> and <em>Nature 5 (Defiling, Swimming, Tricking)</em>.)</p><p></p><p>If the players had succeeded in the conflict, then (depending on how much "damage" they suffered on the way through) they would have realised the truth about the spirits, and/or what they were trying to do (at least in part).</p><p></p><p>In my example, the secret is maintained; but the players know they've lost. The way the system works allows this easily, because in resolving the declared actions I have to speak the part for the spirit, but don't have to reveal its true goal. I think a skill challenge could be done similarly: revealing the count, but not necessarily revealing the full consequence for the players of the PCs losing. (I don't recall now if I did this in any 4e skill challenges, as it's a bit of a while ago.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 9782064, member: 42582"] Only Fea-bella emptied hers - because she'd refilled them from the rivulet flowing out from the pool with the corpse in it. But the others hadn't emptied their waterskins, and those were the ones that got tainted. Think of it as a bit like a skill challenge, but with checks on both sides resolved via slightly intricate rock/paper/scissors. Feint vs Manoeuvre means that each side rolls independently - but the Manoeuvre successes provide buffs and impose debuffs for the next action; whereas the Feint does "damage" - and I got enough successes to get a full victory, so the players never got the benefit of their Manoeuvre successes. The second spirit's success doesn't require any sort of separate resolution or action economy - that was the goal of the spirits in their Trickery, and how well they achieve it depends on (i) whether they win (they did) and (ii) how much "damage" they suffered on the way to victory (in this case, none). A win with no "damage" suffered is a total victory, so the spirits achieved their goal of tainting the PCs' water without being noticed. At the table, the players knew the spirits had won completely (except they thought there was only one spirit), but I deliberately didn't tell them what that victory consisted in, because I didn't want to warn them away from having their PCs drink their water. The players, as their PCs, conjectured that the spirit was a dead spirit (of the corpse). They were trying to persuade it to go to its final rest. I knew from the outset, based on my scenario prep, that the spirits' goal was to sneakily taint the PCs' water: that's the spirits' raison d'etre. (Their stat block includes [I]Instinct: Defile all clean drinking water[/I] and [I]Nature 5 (Defiling, Swimming, Tricking)[/I].) If the players had succeeded in the conflict, then (depending on how much "damage" they suffered on the way through) they would have realised the truth about the spirits, and/or what they were trying to do (at least in part). In my example, the secret is maintained; but the players know they've lost. The way the system works allows this easily, because in resolving the declared actions I have to speak the part for the spirit, but don't have to reveal its true goal. I think a skill challenge could be done similarly: revealing the count, but not necessarily revealing the full consequence for the players of the PCs losing. (I don't recall now if I did this in any 4e skill challenges, as it's a bit of a while ago.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
Top