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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="tetrasodium" data-source="post: 9785178" data-attributes="member: 93670"><p>I think that's where the game really starts seeing the consequences of the choice not to include things like monster templates the gm could quickly & easily and casually apply almost on the fly with minimal overhead when situations justify the GM cranking the power knobs for whatever reasons and results are needed at the time. Sure the gm <em>could</em> add class levels, but that's a lot more messy juggling for the gm to manage and prone to encouraging debate than applying a template that is already somewhat related to the narrative state of fiction when done. Whatever is being used as baddies are usually as prepared for an attack as they could be and usually expecting it to <em>some</em> degree. If they had a "backhand slap a nova capable party of PCs" ace hiding in their pocket that's just a card that they would have played from the start.</p><p></p><p>Without the templates to stack on it becomes difficult for the gm to scale up say a living functioning faction of the emerald claw that was somehow directly empowered by an entity like Vol herself daddy a Lord of dust or some knowledge left behind by any number of historical groups once known for wielding power far beyond the outer edge of what could still be called an artifact.</p><p></p><p>I think that in the past it was difficult enough to rest up fully in hostile territory that players naturally treated an adventure"going planar" as just a new area within the game world they were still bound to rather than an excuse to shrug while kicking the old-n-busted realm of mere mortals to the curb the second it became inconvenient in some way to immediate gains in power.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9785178, member: 93670"] I think that's where the game really starts seeing the consequences of the choice not to include things like monster templates the gm could quickly & easily and casually apply almost on the fly with minimal overhead when situations justify the GM cranking the power knobs for whatever reasons and results are needed at the time. Sure the gm [I]could[/I] add class levels, but that's a lot more messy juggling for the gm to manage and prone to encouraging debate than applying a template that is already somewhat related to the narrative state of fiction when done. Whatever is being used as baddies are usually as prepared for an attack as they could be and usually expecting it to [I]some[/I] degree. If they had a "backhand slap a nova capable party of PCs" ace hiding in their pocket that's just a card that they would have played from the start. Without the templates to stack on it becomes difficult for the gm to scale up say a living functioning faction of the emerald claw that was somehow directly empowered by an entity like Vol herself daddy a Lord of dust or some knowledge left behind by any number of historical groups once known for wielding power far beyond the outer edge of what could still be called an artifact. I think that in the past it was difficult enough to rest up fully in hostile territory that players naturally treated an adventure"going planar" as just a new area within the game world they were still bound to rather than an excuse to shrug while kicking the old-n-busted realm of mere mortals to the curb the second it became inconvenient in some way to immediate gains in power. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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