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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="tetrasodium" data-source="post: 9784495" data-attributes="member: 93670"><p>If your devil's advocating for an awful solution, please say so up front? My pointin that quoted post is that for your solution to work, especially with short rest nova build heavy parties, it pretty much requires on demand spawn point level sourcing . Without that level of sourcing it strains credibility that sufficient numbers could be sourced on demand. Your post even takes pains to point out a good narrative reason why the idea of goblins going ewok on LTH to smack down rest early rest often and here you are arguing again similar sentiment suggesting that the gm engage in various forms of basic adventure design as if the reasons that falls shirt when players feel restveaely restviften is the design intent of play supported by the rules had not already been discussed at length.</p><p></p><p>That sourcing problem is not one that only applies to the ewok goblins someone raised as an example solution that a decent gm could deploy against rest early rest often players resting in LTH. pretty much any foescof any level /cr is going to have difficulty credibility sourcing numbers required to deliver the punch needed to deal with rest early rest often party nova potential with the frequency and speed required.</p><p></p><p>The original assertion was that rest early rest often and spells like LTH wasn't an issue because the GM could engage in an ewok scenario with mud&sticks or something. Since the goblins were being used to hypothetically smack down the scenario in question I assume it became 30 because of this</p><p>[Spoiler]</p><p>AI Overview</p><p></p><p>F$&% CR, There's a Better Way (Part 2) | The Angry GM</p><p>For five 5th-level adventurers, a deadly encounter requires about 24 CR 1/4 goblins based on the Dungeon Master's Guide guidelines, though a slightly lower number like 20 could also be considered deadly depending on the goblins' tactics and the adventurers' remaining resources. This calculation involves determining the deadly threshold and accounting for the encounter multiplier for a large number of monsters</p><p>[/Spoiler]</p><p>24 seems close enough in exasperated eyeball math to 30 for such a ridiculous example as goblins using mud and sticks to justify wotc not fixing the design problems that incentive rest early rest often and design against meaningful narrative consequences like I pointed out in 1860 a page back in response to yet another flawed solution for a GM to use if the system itself did not design against it.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9784495, member: 93670"] If your devil's advocating for an awful solution, please say so up front? My pointin that quoted post is that for your solution to work, especially with short rest nova build heavy parties, it pretty much requires on demand spawn point level sourcing . Without that level of sourcing it strains credibility that sufficient numbers could be sourced on demand. Your post even takes pains to point out a good narrative reason why the idea of goblins going ewok on LTH to smack down rest early rest often and here you are arguing again similar sentiment suggesting that the gm engage in various forms of basic adventure design as if the reasons that falls shirt when players feel restveaely restviften is the design intent of play supported by the rules had not already been discussed at length. That sourcing problem is not one that only applies to the ewok goblins someone raised as an example solution that a decent gm could deploy against rest early rest often players resting in LTH. pretty much any foescof any level /cr is going to have difficulty credibility sourcing numbers required to deliver the punch needed to deal with rest early rest often party nova potential with the frequency and speed required. The original assertion was that rest early rest often and spells like LTH wasn't an issue because the GM could engage in an ewok scenario with mud&sticks or something. Since the goblins were being used to hypothetically smack down the scenario in question I assume it became 30 because of this [Spoiler] AI Overview F$&% CR, There's a Better Way (Part 2) | The Angry GM For five 5th-level adventurers, a deadly encounter requires about 24 CR 1/4 goblins based on the Dungeon Master's Guide guidelines, though a slightly lower number like 20 could also be considered deadly depending on the goblins' tactics and the adventurers' remaining resources. This calculation involves determining the deadly threshold and accounting for the encounter multiplier for a large number of monsters [/Spoiler] 24 seems close enough in exasperated eyeball math to 30 for such a ridiculous example as goblins using mud and sticks to justify wotc not fixing the design problems that incentive rest early rest often and design against meaningful narrative consequences like I pointed out in 1860 a page back in response to yet another flawed solution for a GM to use if the system itself did not design against it. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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