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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Marc17" data-source="post: 9784810" data-attributes="member: 7054182"><p>I can ramble on like this thread, and just blurt out ideas as I have them. Still, that bolded part wasn't there for the players sake, but rather to show that the goblins had what they needed. Look, for whatever reason, the players have decided to slaughter these goblins and do it in a piecemeal manner of guerrilla warfare. If everybody is having fun, then great, no reason to do anything different. If the the players or DM are having issues with that style of play, an option is to show the consequences of their actions. For taking the easy route, the goblins escape. Chances are that such a group doesn't have it in them to track a few goblins off into the wilderness for long. That leaves it as an option for the goblins to just return and next year come back even stronger. So, a year after that adventure, word gets to the adventurers that they're being blamed for not doing the job they said they did and a village has paid for their laziness. (This is all slanted as I have been reading a lot of Goblin Slayer lately.) Another option to such players guerrilla warfare would just be to design the encounters to deal with it (and that would be a whole other thread unto itself). In world, everybody would know this tactic and set up things to deal with it to begin with. The easiest way to do that is that everybody is together and for large combats, but that means long combats which some don't want either.</p></blockquote><p></p>
[QUOTE="Marc17, post: 9784810, member: 7054182"] I can ramble on like this thread, and just blurt out ideas as I have them. Still, that bolded part wasn't there for the players sake, but rather to show that the goblins had what they needed. Look, for whatever reason, the players have decided to slaughter these goblins and do it in a piecemeal manner of guerrilla warfare. If everybody is having fun, then great, no reason to do anything different. If the the players or DM are having issues with that style of play, an option is to show the consequences of their actions. For taking the easy route, the goblins escape. Chances are that such a group doesn't have it in them to track a few goblins off into the wilderness for long. That leaves it as an option for the goblins to just return and next year come back even stronger. So, a year after that adventure, word gets to the adventurers that they're being blamed for not doing the job they said they did and a village has paid for their laziness. (This is all slanted as I have been reading a lot of Goblin Slayer lately.) Another option to such players guerrilla warfare would just be to design the encounters to deal with it (and that would be a whole other thread unto itself). In world, everybody would know this tactic and set up things to deal with it to begin with. The easiest way to do that is that everybody is together and for large combats, but that means long combats which some don't want either. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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