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*Dungeons & Dragons
Mike Mearls explains why your boss monsters die too easily
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<blockquote data-quote="Minigiant" data-source="post: 9785662" data-attributes="member: 63508"><p>I'm the one who brought it up and I dressed it when I brought it up.</p><p></p><p>The way DND describes most of its monsters for the first half of the game for the first three editions* and the first half of the fifth edition is that the majority are idiotic primitive warriors or non-combatives who have no connections for reinforcement of where they are where they can get reinforcements in quick time frame of a long rest</p><p></p><p>So when the majority of players encountered these monsters using the default assumption of them or a custom world by the DM it is highly likely they are assuming that the monsters have:</p><p></p><p>little to no magic</p><p>little to no tech</p><p>little to no reinforcement.</p><p></p><p>The main thing that makes hobgoblins special is that there are highly organized with war machines, architecture, smithing, engineering and regiments of spellcasters.</p><p></p><p>Then you go from hobgoblins to all the way to fire giants before you get somebody else with a brain.</p><p></p><p>That's why I don't really like default D&D lore because the monsters are <strong>too dumb and tactless</strong> for dungeons with several encounters to make sense. That's why I love cultists because cultists could summon reinforcements, hold up in the wild or shadows, and are organized.</p><p></p><p>*in older editions, casters recovered fully slowly and everyone healed slower. But they monty hauled consumables</p></blockquote><p></p>
[QUOTE="Minigiant, post: 9785662, member: 63508"] I'm the one who brought it up and I dressed it when I brought it up. The way DND describes most of its monsters for the first half of the game for the first three editions* and the first half of the fifth edition is that the majority are idiotic primitive warriors or non-combatives who have no connections for reinforcement of where they are where they can get reinforcements in quick time frame of a long rest So when the majority of players encountered these monsters using the default assumption of them or a custom world by the DM it is highly likely they are assuming that the monsters have: little to no magic little to no tech little to no reinforcement. The main thing that makes hobgoblins special is that there are highly organized with war machines, architecture, smithing, engineering and regiments of spellcasters. Then you go from hobgoblins to all the way to fire giants before you get somebody else with a brain. That's why I don't really like default D&D lore because the monsters are [B]too dumb and tactless[/B] for dungeons with several encounters to make sense. That's why I love cultists because cultists could summon reinforcements, hold up in the wild or shadows, and are organized. *in older editions, casters recovered fully slowly and everyone healed slower. But they monty hauled consumables [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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