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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="James Gasik" data-source="post: 9785508" data-attributes="member: 6877472"><p>My stance is still that, regardless of whether or not you feel it's easy to mess with LTH (and similar magic) in your game, <em>you shouldn't have to take those steps in the first place</em>. If WotC wanted to force players to conserve resources and not rest whenever they wanted to, giving them tools that could, in fact, let them rest whenever they wanted to is crazy.</p><p></p><p>That having been said, this is far from a new thing with D&D. From very early on, it introduces problems (food, water, getting lost in the woods, safe camping, carrying lots of equipment and loot) then turns around and says "but hey, with create water, create food, goodberry, know direction, rope trick, tiny hut, alarm, wizard lock, secret chest, bags of holding, you can opt out of that"*.</p><p></p><p>*I know not all of these are still around, it's just an example of the sort of play/counterplay D&D has demonstrated over the decades.</p><p></p><p>Sure, you can nerf or simply remove stuff you don't like (or concoct "standard operation procedures" for NPC's in your world to eliminate their usefulness), but why should a new DM have to discover this the hard way? At least with DM facing stuff like bags of holding, ok, the DM generally controls the availability of stuff, but the player facing options can pretty easily make people think that it's intended for certain issues to just stop being issues.</p><p></p><p>Which is fine, I guess, right up until one of those things you're being told you can obsolete is a basic play loop of the game. "The game breaks if you rest too often/here's ways you can rest whenever" feels downright schizophrenic.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9785508, member: 6877472"] My stance is still that, regardless of whether or not you feel it's easy to mess with LTH (and similar magic) in your game, [I]you shouldn't have to take those steps in the first place[/I]. If WotC wanted to force players to conserve resources and not rest whenever they wanted to, giving them tools that could, in fact, let them rest whenever they wanted to is crazy. That having been said, this is far from a new thing with D&D. From very early on, it introduces problems (food, water, getting lost in the woods, safe camping, carrying lots of equipment and loot) then turns around and says "but hey, with create water, create food, goodberry, know direction, rope trick, tiny hut, alarm, wizard lock, secret chest, bags of holding, you can opt out of that"*. *I know not all of these are still around, it's just an example of the sort of play/counterplay D&D has demonstrated over the decades. Sure, you can nerf or simply remove stuff you don't like (or concoct "standard operation procedures" for NPC's in your world to eliminate their usefulness), but why should a new DM have to discover this the hard way? At least with DM facing stuff like bags of holding, ok, the DM generally controls the availability of stuff, but the player facing options can pretty easily make people think that it's intended for certain issues to just stop being issues. Which is fine, I guess, right up until one of those things you're being told you can obsolete is a basic play loop of the game. "The game breaks if you rest too often/here's ways you can rest whenever" feels downright schizophrenic. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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