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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="BenjaminPey" data-source="post: 9782952" data-attributes="member: 7039344"><p>The three goblins can cover the hut with dry leaves and branches, climb up a tree and wait with fire at the ready. They can spread the surroundings with honey or gamey meat to attract some wolves and bears. They can cast a net around the Hut. Maybe they'll be defeated at the end all the same, but the scene will have significantly changed, and they can put up a nasty fight that will make this long rest feel like an half one, if that.</p><p></p><p>To me, LTH is not at all a good way to protect yourself from angry opponents, nor to explore a closed, dynamic environnment like a dungeon. It is, however, like many other spells or even abilities, a button the players can press when they've had enough of something, in this case the survival aspects of long resting (caring about fire, keeping guard, staying warm, this kind of stuff). For instance we played Rime of the Frostmaiden with a good emphasis on the survival aspects during chapter one. They suffered a lot from the cold. When the characters reached level 5, we simply had a conversation, "do we want to skip this aspect from now?" We were already 17-18 sessions in, we did all want to shake things up a bit, so they took LTH as a spell. Done.</p></blockquote><p></p>
[QUOTE="BenjaminPey, post: 9782952, member: 7039344"] The three goblins can cover the hut with dry leaves and branches, climb up a tree and wait with fire at the ready. They can spread the surroundings with honey or gamey meat to attract some wolves and bears. They can cast a net around the Hut. Maybe they'll be defeated at the end all the same, but the scene will have significantly changed, and they can put up a nasty fight that will make this long rest feel like an half one, if that. To me, LTH is not at all a good way to protect yourself from angry opponents, nor to explore a closed, dynamic environnment like a dungeon. It is, however, like many other spells or even abilities, a button the players can press when they've had enough of something, in this case the survival aspects of long resting (caring about fire, keeping guard, staying warm, this kind of stuff). For instance we played Rime of the Frostmaiden with a good emphasis on the survival aspects during chapter one. They suffered a lot from the cold. When the characters reached level 5, we simply had a conversation, "do we want to skip this aspect from now?" We were already 17-18 sessions in, we did all want to shake things up a bit, so they took LTH as a spell. Done. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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