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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="Scott Christian" data-source="post: 9786392" data-attributes="member: 6901101"><p>It doesn't <em>have</em> to be done. I clearly pointed to two other areas that limit its use as well:</p><p></p><p></p><p></p><p>So you don't need to do narrative every time. It is a plot device, much like so many other aspects of the game. Do you also want to nerf the fly spell because it allows someone to float over a trap every single time? I mean, why not just nerf all the spells, since clearly, all of them are overpowered. I mean, a simple shocking grasp spell, a mere cantrip, can negate the <em>reaction</em> of a beholder! There isn't a fighter in the PHB that can do that! I And don't even get started on fireball. A 20' sphere from 150' away!? 8d6 damage and catches things on fire! It has the ability to damage up to 50 enemies! Surely, you nerf that spell too, right?</p><p></p><p>And the answer is, you probably don't nerf fireball. Why? Because your enemies would rarely gather all close together like that in an encounter because they're intelligent enough to know the adventurers might have a wizard. There are also monsters with immunity or resistance to fire. There are also the repercussions of lighting things on fire in an area, let alone a cave that might be structurally damaged by exploding a bomb inside. And what happens when friends are in that area too. </p><p></p><p>You see, there are reasons fireball is not overpowered, and it is because there are narrative, tactical, and enemy reasons. The same is true with LTH. The only difference is you don't use those reasons, and therefore, it is not a spell that fits at your table.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9786392, member: 6901101"] It doesn't [I]have[/I] to be done. I clearly pointed to two other areas that limit its use as well: So you don't need to do narrative every time. It is a plot device, much like so many other aspects of the game. Do you also want to nerf the fly spell because it allows someone to float over a trap every single time? I mean, why not just nerf all the spells, since clearly, all of them are overpowered. I mean, a simple shocking grasp spell, a mere cantrip, can negate the [I]reaction[/I] of a beholder! There isn't a fighter in the PHB that can do that! I And don't even get started on fireball. A 20' sphere from 150' away!? 8d6 damage and catches things on fire! It has the ability to damage up to 50 enemies! Surely, you nerf that spell too, right? And the answer is, you probably don't nerf fireball. Why? Because your enemies would rarely gather all close together like that in an encounter because they're intelligent enough to know the adventurers might have a wizard. There are also monsters with immunity or resistance to fire. There are also the repercussions of lighting things on fire in an area, let alone a cave that might be structurally damaged by exploding a bomb inside. And what happens when friends are in that area too. You see, there are reasons fireball is not overpowered, and it is because there are narrative, tactical, and enemy reasons. The same is true with LTH. The only difference is you don't use those reasons, and therefore, it is not a spell that fits at your table. [/QUOTE]
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Mike Mearls explains why your boss monsters die too easily
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