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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="Yaarel" data-source="post: 9784859" data-attributes="member: 58172"><p>The biggest benefit for the setting is, counting off these fifteen encounters per level can happen at any time, whether all in one day during a dungeon crawl, or spread out across a month while traveling. I no longer care about artificial time constraints. The amounts of time proceed strictly according to whatever makes sense for the story.</p><p></p><p>Regarding NPC companions, they refresh whenever the players refresh.</p><p></p><p>Regarding when hostile NPCs rest, honestly I havent put too much thought into the matter. They are at full strength whenever they are encountered. A recurring villain would be full strength each time one shows up, and if a nemesis would level up sotospeak. If there is a chase scene pursuing an injured NPC, it would normally still be injured when players catch up to it.</p><p></p><p>Generally, for monster statblocks that are casters, I as DM decide what their spells are, regardless of what the statblock suggests. Your point about adding noncaster features like Rage feels appropriate too. Creating and modifying new monsters is something that DMs are supposed to do. Similarly inventing new magic items. I dont like giving out magic item treasure as loot, unless the monsters were using the magic item against the heroes first.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9784859, member: 58172"] The biggest benefit for the setting is, counting off these fifteen encounters per level can happen at any time, whether all in one day during a dungeon crawl, or spread out across a month while traveling. I no longer care about artificial time constraints. The amounts of time proceed strictly according to whatever makes sense for the story. Regarding NPC companions, they refresh whenever the players refresh. Regarding when hostile NPCs rest, honestly I havent put too much thought into the matter. They are at full strength whenever they are encountered. A recurring villain would be full strength each time one shows up, and if a nemesis would level up sotospeak. If there is a chase scene pursuing an injured NPC, it would normally still be injured when players catch up to it. Generally, for monster statblocks that are casters, I as DM decide what their spells are, regardless of what the statblock suggests. Your point about adding noncaster features like Rage feels appropriate too. Creating and modifying new monsters is something that DMs are supposed to do. Similarly inventing new magic items. I dont like giving out magic item treasure as loot, unless the monsters were using the magic item against the heroes first. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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