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The Most Meta Party to Make the DM Cry?
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<blockquote data-quote="kigmatzomat" data-source="post: 9872266" data-attributes="member: 9254"><p>The "all marathon, all the time" meta are "World's Largest Dungeons" and games where each dungeon must be cleared without leaving <em>and</em> there are no non-dungeon encounters. Once the campaign includes traveling encounters, scouting parties, enemies that flee, etc you get a mix of 5MWD and marathon. So a tiny fraction of games are pure marathon. </p><p></p><p>And I would think that once you add those non-dungeon encounters they would outnumber the dungeon days by a noticeable margin. I mean, two road encounters for each day of dungeon is 33% marathon days.</p><p></p><p></p><p>The real question is the percentage of "boss battles" that are marathon/5mwd. And at higher levels, short rests are also pretty key for many classes....so the 70mwd? </p><p></p><p>I feel like from a rationality standpoint, most boss battles should not allow the 5mwd, or even the 70mwd, because the boss should get up and leave. </p><p></p><p> "Boss, 5 adventurers just killed 80% of the camp!" </p><p>"Where are they now?!?" </p><p>"Ummm....they are fluffing pillows and laying out bedrolls." </p><p>"Fantastic! Find a couple of survivors you hate and tell them to make a commotion when the invaders decamp and then run away from us. Then tell everyone else to grab their most important gear and head to fallback point A. You and I will go to fallback point B as I suspect these heroes will pursue and kill everyone at point A."</p><p>"Excellent plan boss!"</p><p></p><p>Alternately, when the boss has to protect their lair (e.g. dragons and hoards) or ca not afford to simply flee (charismatic leader), they attack during the rest to keep the PCs weak. It doesn't have to be a particularly credible threat, just enough to ruin rest.</p><p></p><p> I've played one WotC 5e adventure path and it was filthy with short rest opportunities. We could take 2-3 short rests per boss, which was a terrible design imo.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9872266, member: 9254"] The "all marathon, all the time" meta are "World's Largest Dungeons" and games where each dungeon must be cleared without leaving [i]and[/i] there are no non-dungeon encounters. Once the campaign includes traveling encounters, scouting parties, enemies that flee, etc you get a mix of 5MWD and marathon. So a tiny fraction of games are pure marathon. And I would think that once you add those non-dungeon encounters they would outnumber the dungeon days by a noticeable margin. I mean, two road encounters for each day of dungeon is 33% marathon days. The real question is the percentage of "boss battles" that are marathon/5mwd. And at higher levels, short rests are also pretty key for many classes....so the 70mwd? I feel like from a rationality standpoint, most boss battles should not allow the 5mwd, or even the 70mwd, because the boss should get up and leave. "Boss, 5 adventurers just killed 80% of the camp!" "Where are they now?!?" "Ummm....they are fluffing pillows and laying out bedrolls." "Fantastic! Find a couple of survivors you hate and tell them to make a commotion when the invaders decamp and then run away from us. Then tell everyone else to grab their most important gear and head to fallback point A. You and I will go to fallback point B as I suspect these heroes will pursue and kill everyone at point A." "Excellent plan boss!" Alternately, when the boss has to protect their lair (e.g. dragons and hoards) or ca not afford to simply flee (charismatic leader), they attack during the rest to keep the PCs weak. It doesn't have to be a particularly credible threat, just enough to ruin rest. I've played one WotC 5e adventure path and it was filthy with short rest opportunities. We could take 2-3 short rests per boss, which was a terrible design imo. [/QUOTE]
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