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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: 9783512" data-attributes="member: 6901101"><p>I don't know. I guess we'll have to agree to disagree. If you think goblins only live in clans of three, and no other goblins within three hours can be found, then we just disagree. That, to me, sounds like a very odd world. A goblin, especially a greedy one, could go persuade many goblins to come to their aid if there was a bunch of treasure wielding adventurers trapped in a bubble that was about to burst. As for bandits, maybe they can, maybe they can't. It depends on the size of the bandit camp or if they belong to a thieves' guild. Again, the adventurers' treasure, and maybe even a ransom, might make it worthwhile. And ogres, I agree. They are more of a wandering creature. But, what about these creatures? What if the party meant them harm, and used LTH in a place they were spotted near their lair? Could they do something?</p><p>Aarakocra</p><p>Aboleth</p><p>Angel, Deva, Planetar, Solar</p><p>Animated armor, animated sword, animated rug</p><p>Ankheg</p><p>Azer</p><p>That is just the A's of the MM, and seven out of eleven <em>can</em> indeed make life miserable for the party. And I conceded the point that against most "dungeony" monsters, it is awesome protection. Almost too good? Yes, until you look at all the downfalls. (Although, I would hate to have a group of basilisks outside the hut forcing everyone to just do saving throws. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) </p><p></p><p>I guess I just have a hard time understanding the setting people are playing in. Forgotten Realms is supposedly the most popular, and in it, most dungeons or quests have intelligent bad guys that want the adventurers dead. </p><p></p><p>And this is also pretending that narrative pacing has zero effect on the players. (I have never seen a group not respond to it, such as in Hoard of the Dragon Queen or The Rise of Tiamat.)</p><p></p><p>The point is, with narrative setting the pace sometimes, intelligent foes (which are everywhere), magic wielding enemies, and homefield advantage because it's their home being invaded, I just don't see how anyone can think that a group of players could do it to be fresh for every battle. It is literally impossible if the DM uses any fidelity. One or two bad outcomes from using the spell in an obvious dangerous area would prevent it from ever happening again. And those outcomes, they would be logical if the world felt real.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9783512, member: 6901101"] I don't know. I guess we'll have to agree to disagree. If you think goblins only live in clans of three, and no other goblins within three hours can be found, then we just disagree. That, to me, sounds like a very odd world. A goblin, especially a greedy one, could go persuade many goblins to come to their aid if there was a bunch of treasure wielding adventurers trapped in a bubble that was about to burst. As for bandits, maybe they can, maybe they can't. It depends on the size of the bandit camp or if they belong to a thieves' guild. Again, the adventurers' treasure, and maybe even a ransom, might make it worthwhile. And ogres, I agree. They are more of a wandering creature. But, what about these creatures? What if the party meant them harm, and used LTH in a place they were spotted near their lair? Could they do something? Aarakocra Aboleth Angel, Deva, Planetar, Solar Animated armor, animated sword, animated rug Ankheg Azer That is just the A's of the MM, and seven out of eleven [I]can[/I] indeed make life miserable for the party. And I conceded the point that against most "dungeony" monsters, it is awesome protection. Almost too good? Yes, until you look at all the downfalls. (Although, I would hate to have a group of basilisks outside the hut forcing everyone to just do saving throws. ;)) I guess I just have a hard time understanding the setting people are playing in. Forgotten Realms is supposedly the most popular, and in it, most dungeons or quests have intelligent bad guys that want the adventurers dead. And this is also pretending that narrative pacing has zero effect on the players. (I have never seen a group not respond to it, such as in Hoard of the Dragon Queen or The Rise of Tiamat.) The point is, with narrative setting the pace sometimes, intelligent foes (which are everywhere), magic wielding enemies, and homefield advantage because it's their home being invaded, I just don't see how anyone can think that a group of players could do it to be fresh for every battle. It is literally impossible if the DM uses any fidelity. One or two bad outcomes from using the spell in an obvious dangerous area would prevent it from ever happening again. And those outcomes, they would be logical if the world felt real. [/QUOTE]
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