• jjjalljs@ttrpg.network
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    3 days ago

    There is also a flip side to this, DMs that let their players rest too often.

    I used to play in a group where we rotated who was DM’ing every couple weeks. Two of the DMs were very generous with their rests. I didn’t really like it, because that doesn’t feel like D&D to me. Also as a short rest class (Warlock), it’s irritating that I get my two whole spells, maybe four if we short rest, but the wizard blows his load on two fights instead of the recommended 5.

    When it was my turn, and I threw them in a longer dungeon without easy resting options, there was weeping.

    As a DM if you’ve miscalculated, double that monsters HP. Or if you’re about to overrun them, cut it in half.

    I know people do this, but I kind of don’t like it. I don’t really like the HP and other stats shifting around based on gut feel. Feels like we should just write a book if we’re going to fudge it.

    I prefer systems with more transparency, anyway. D&D is wacky about “how much HP does this knight have? Could be 20. Could be 200.” When I was playing a nWoD game, it was nice to know that any human is probably going to have about 7 health levels.

    • MimicJar@lemmy.world
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      3 days ago

      That is EXACTLY me. Two generous DMs, and me who caused weeping.

      I knew it was a change so it wasn’t gauntlet after gauntlet, it was a slow introduction. As a DM you get better at planning and as players they get better at planning.

      In terms of shifting HP, sometimes it’s 4 guards, sometimes it’s 8. Having more token on the floor can be harder to manage, but more HP is easier to manage. And if course HP can be anything. More armor. Resistance to elements, etc. HP is just the more hidden stat.