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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="Marc17" data-source="post: 9784109" data-attributes="member: 7054182"><p>Which is why the goblin leader will keep most of the treasure, supplies, and women and children near him at the end of the dungeon. Once the adventurers have cleared out some of the dead wood in the entrance and left. The leader gathers everybody up into one group for defense or to pack up and leave. Such adventurers are usually lazy and will come back, find it empty, and consider their job done, even if somewhat upset (so long as there are no prisoners or other special items that are the real object of their behavior. The goblins could come back in a week or two, everything would probably still be as it was, and the adventures long gone and off to their next adventure.</p><p></p><p>Brings up the idea of the 'fake dungeon'. Front of the dungeon are some expendables being watched. Once adventures show up and kill them and leave. The group packs up and leaves to stalk the adventurers as a large group. Track them to their camp, send in steal thieves to get some items, if they are caught or successful, the the rest lay on the attack before they get a full rest.</p><p></p><p>Although really, that is all just DM still probably being easy on the party even if not realizing it. Want to see what would really happen, bring in another player to run the poor goblins with the DM as just a neutral referee. Let them decide goblin setup and behavior. Once goblins have lookouts, guards who raise hue and cry first, group or even dungeon wide tactical plans, capable of their own action economy focused fire and can use their own guerrilla tactics, things might seem different even if they are poor with few resources. My gaming group tried it a few times, but gave it up as once the monsters are run without effort to be 'fair', PC deaths start happening fairly quick.</p></blockquote><p></p>
[QUOTE="Marc17, post: 9784109, member: 7054182"] Which is why the goblin leader will keep most of the treasure, supplies, and women and children near him at the end of the dungeon. Once the adventurers have cleared out some of the dead wood in the entrance and left. The leader gathers everybody up into one group for defense or to pack up and leave. Such adventurers are usually lazy and will come back, find it empty, and consider their job done, even if somewhat upset (so long as there are no prisoners or other special items that are the real object of their behavior. The goblins could come back in a week or two, everything would probably still be as it was, and the adventures long gone and off to their next adventure. Brings up the idea of the 'fake dungeon'. Front of the dungeon are some expendables being watched. Once adventures show up and kill them and leave. The group packs up and leaves to stalk the adventurers as a large group. Track them to their camp, send in steal thieves to get some items, if they are caught or successful, the the rest lay on the attack before they get a full rest. Although really, that is all just DM still probably being easy on the party even if not realizing it. Want to see what would really happen, bring in another player to run the poor goblins with the DM as just a neutral referee. Let them decide goblin setup and behavior. Once goblins have lookouts, guards who raise hue and cry first, group or even dungeon wide tactical plans, capable of their own action economy focused fire and can use their own guerrilla tactics, things might seem different even if they are poor with few resources. My gaming group tried it a few times, but gave it up as once the monsters are run without effort to be 'fair', PC deaths start happening fairly quick. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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