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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="James Gasik" data-source="post: 9784074" data-attributes="member: 6877472"><p>So consider a large dungeon, like say, the Sunless Citadel. It has multiple factions of foes who are hostile to one another. Given the level range, it's unlikely the party will have LTH, but bear with me.</p><p></p><p>So if the party ends up fighting the Kobolds and decides to hole up and rest after a few fights by retreating to an earlier part of the dungeon (like say, the room they fought giant rats in, or the room where they almost died fighting the undead Dragonpriest), it's not like the surviving Kobolds can go to the Goblins for help, or that they are inclined to go hunt down the party. They'd be worried about shoring up their own defenses and praying the Goblins don't figure out that they've been weakened, which would surely result in their extermination!</p><p></p><p>The mad Druid, Belak the Outcast, is tending to the Gulthias Tree in the final area, and is also unlikely to go wandering about in search of the interlopers- they're of no concern to him yet.</p><p></p><p>Even invoking the wandering monster table, it's not likely any of these creatures would know what LTH is, or know what to do about it, and the party member on watch will likely spot them and the party could deal with them in short order if it came to that.</p><p></p><p>[ATTACH=full]420351[/ATTACH]</p><p></p><p>Chances are actually good that it doesn't matter if the party has LTH or not. The 1st-level Alarm is likely more than sufficient for the party's needs. It's just an extra layer of significant protection on the off chance something did come along.</p><p></p><p>As PC's reach higher levels, if they have spare spell slots, they can further foil a single use of Dispel Magic with the use of Arcane Lock or Glyph of Warding to protect their ability to long rest. If they're really serious, a scroll of Stone Shape, Wall of Stone, or Guards and Wards are things that could be employed, in theory.</p><p></p><p>LTH isn't the only problem here- it's a big one, but finding a place to hole up and rest within a dungeon is a time honored tradition, going back to the earliest forms of D&D, and is well supported by the magic system. Heck, with early D&D, you might only have enough steam for a few fights, meaning the 5MWD has been with us from the very beginning.</p><p></p><p>And few published adventures are really designed to discourage this. While the DM is capable of taking steps to prevent it, it can quickly turn into an arms race with the players, and lead to bad blood if every time they decide to barricade themselves in a room the DM is constantly trying to foil them.</p><p></p><p>In the end, if you feel excessive resting is abuse, countering it with DM trickery or making sure every group of monsters has contingencies prepared is probably not the way to go. Instead you should sit down with your players and say "hey guys, I know you can do this sort of thing. But if you want the game to remain challenging, you can't be doing this. All that is going to result in is me having to make every encounter Deadly, and our sessions will slow to a crawl."</p><p></p><p>At this point, the players will either decide to play ball or insist they want to "win" D&D. If they choose the latter, then maybe it's best you announce they've slain every monster in the manual, claimed every treasure, hit level 200, and pack up your books.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9784074, member: 6877472"] So consider a large dungeon, like say, the Sunless Citadel. It has multiple factions of foes who are hostile to one another. Given the level range, it's unlikely the party will have LTH, but bear with me. So if the party ends up fighting the Kobolds and decides to hole up and rest after a few fights by retreating to an earlier part of the dungeon (like say, the room they fought giant rats in, or the room where they almost died fighting the undead Dragonpriest), it's not like the surviving Kobolds can go to the Goblins for help, or that they are inclined to go hunt down the party. They'd be worried about shoring up their own defenses and praying the Goblins don't figure out that they've been weakened, which would surely result in their extermination! The mad Druid, Belak the Outcast, is tending to the Gulthias Tree in the final area, and is also unlikely to go wandering about in search of the interlopers- they're of no concern to him yet. Even invoking the wandering monster table, it's not likely any of these creatures would know what LTH is, or know what to do about it, and the party member on watch will likely spot them and the party could deal with them in short order if it came to that. [ATTACH type="full" size="364x288"]420351[/ATTACH] Chances are actually good that it doesn't matter if the party has LTH or not. The 1st-level Alarm is likely more than sufficient for the party's needs. It's just an extra layer of significant protection on the off chance something did come along. As PC's reach higher levels, if they have spare spell slots, they can further foil a single use of Dispel Magic with the use of Arcane Lock or Glyph of Warding to protect their ability to long rest. If they're really serious, a scroll of Stone Shape, Wall of Stone, or Guards and Wards are things that could be employed, in theory. LTH isn't the only problem here- it's a big one, but finding a place to hole up and rest within a dungeon is a time honored tradition, going back to the earliest forms of D&D, and is well supported by the magic system. Heck, with early D&D, you might only have enough steam for a few fights, meaning the 5MWD has been with us from the very beginning. And few published adventures are really designed to discourage this. While the DM is capable of taking steps to prevent it, it can quickly turn into an arms race with the players, and lead to bad blood if every time they decide to barricade themselves in a room the DM is constantly trying to foil them. In the end, if you feel excessive resting is abuse, countering it with DM trickery or making sure every group of monsters has contingencies prepared is probably not the way to go. Instead you should sit down with your players and say "hey guys, I know you can do this sort of thing. But if you want the game to remain challenging, you can't be doing this. All that is going to result in is me having to make every encounter Deadly, and our sessions will slow to a crawl." At this point, the players will either decide to play ball or insist they want to "win" D&D. If they choose the latter, then maybe it's best you announce they've slain every monster in the manual, claimed every treasure, hit level 200, and pack up your books. [/QUOTE]
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