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3 years ago  ::  Dec 20, 2009 - 9:05AM #61
tirianmal
Date Joined: Oct 26, 2008
Posts: 1,064

Dec 20, 2009 -- 8:10AM, Cailte wrote:

Controllers are not just about bursts. To some extent the job of controllers is to stop the monsters bunching up - this lets the PCs single out 1 monster and eliminate it better.

The problem with many of the suggestions for making Strikers weaker is they make the combats much worse for parties that lack a striker. Strikers are about a lot of damage to a single target - people (and I mean authors) have complained about strikers being able to kill a standard monster in a round. That is a design feature of the game, it is one of the reasons to play a striker.

...

Trying to make it happen every module is a problem.




I didn't suggest that it is the only thing controllers do, but it is a part of their powers. So in using tactics against that piece of them I would be deliberately doing things to counter their abilities. Something that you say shouldn't happen in every module and something that I believe (tactics) should happen in every mod. Either by the author or by the DM. By not using proper tactics, the combats in mods will all devolve (IMO) into stand-up-hack-and-slash-until-something-falls-over combats.

I believe this applies to strikers (find some way to reduce the ability to do damage (if possible), to Defenders (some way to make it hard for them to stop defending, or Leaders (kill them so they can't heal). It just happens that -this- discussion started because of the striker damage being called out. And let's face it, a defender is rarely going to break a mod. Or if it happens often, I at least haven't seen it. (where break == making it a joke in terms of either difficulty or ending fights before they start).

As a general approach, trying to marginalise specific roles/powers/abilities or whatever is a bad thing.




We're not talking about marginalizing them. We're talking tactics. Whether you like it or not, D&D has become a tactical game, and it behooves authors and DMs to find new tactics in order to make things interesting. Otherwise, why play? If you just want to roll dice and do damage, you don't need the DM.

I know and some of them are contrived and those mods are better for the contrivence being DMed away.




Perhaps, in some cases. But if you are, you may well be breaking the author's intent and simply excacerbating one of the problems we're been discussing. Namely the feeling by some folks (players, DMs and authors) that they can't challenge the PCs. On the one hand you're suggesting that authors should be taking into account ER and planning for them in the modules, BUT if they didn't and they didn't intend for an ER, when a GM gives the PCs an ER, you're hurting the play experience for that mod by putting an effect into the game that the author didn't intend.

You might also DME the fights to be harder, and that's good, but that's not the mod the author wrote. Maybe that doesn't matter, maybe it does.

First I didn't say they have no effect on combat - I said use them for their story purpose NOT their combat purpose. There is a difference.

Oh and using them for their story purpose AND the effect that will have on combat is pretty much "determining if environment should increase or decrease the difficulty/xp of an encounter".




Using something for its story purpose AND NOT a combat purpose equates with not using it for a combat purpose/effect and thus I feel they should not provide XP. If they are to have both a story purpose AND a combat purpose/effect, then they should 1) have an effect on the combat and 2) should provide XP.

Another option is that minions might be there for purposes of a Skill Challenge. Fine, in which case they can also provide XP.

Either way, however, I feel that minions are far, far over-XP'd by default. And I believe even some of the designers and devs have agreed on this even if they haven't made any changes.

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3 years ago  ::  Dec 20, 2009 - 9:21AM #62
MorganDaemos
Date Joined: Apr 22, 2009
Posts: 177
Note:  I have not yet played a paragon tier adventure, but have played a multitude of high heroic adventures. 

My thoughts:>

#1:  Monsters (on average) do not do enough damage.  It would be difficult to give a precise math resolution, but my ballpark guess says raise it 20% or so.  Threatened PC's makes for more intense gaming - PC's who end adventures when the leader's still have all of their daily healing powers (which has now happened 4 games straight for my Warlord) would seem to indicate the PC's need to take more damage to make things a bit more interesting.

#2:  Being blinded/stunned/dominated sucks from a PC standpoint, but it is a decent way to increase thesurvivability of the monsters, the less uesful actions the PC's get, the longer the monster's live.  However, if the monsters aren't doing enough damage to really threatend the PC's, it just becomes a grind issue instead of a threat issue (aka, See #1)

#3:  Rewards cards need to be entirely reconfigured.  They are absolutely a fun thing to use, but they really muck up the balance of an adventure.  I would prefer to see the cards stay but be reworked then having them taken away.  On average I say that 6-8 attacks per adventure that are misses are turned into hits by the cards, this increases the Nova like effects significantly. 

#4:  Monsters with autohit Aura effects are easily the most dangerous encounters to face - especially if there are multiple aura's that either stack effects or synergize well.  These are the encounters where I see the leaders use their Daily Heals to keep up with the damage.  These encounters should not become the norm - but they are a good baseline to use for playtesting to get a sense for when an encounter is 'challenging' 

#5:  Stop using Solo Dragons as bad guys, the encounters are awful.  The fight lasts 45 minutes to an hour, the Dragon mucks with the PC's, but is entirely incapable of generating enough damage to actually challenge the party - but its defenses, abilities and control powers still force the PC's to grind through the combat.  These fights are awful, every one of them. Please stop using them in design.

#6:  Encounters that force the PC's to do things other then just slaughter the bad guys are very good.  The final encounter in Radiant Vessel for example.  The Ettin encounter during Black Cloaks and Bitter Rivalries is another really well done encounter - there are bad guys to be killed, but the party still has to use a better plan then just 'all damage as fast as possible'.  More encounters like these would be good.

#8:  Adding a 3rd tier to adventures may be a nice solution - Low/High/Ultra.  Ultra setting uses higher XP budget and higher level monsters but the story and XP are the same.  Each adventure has one bundle that is Ultra only as an enticement, but other then that players are only playing on that setting because they want the challenge.  In this way the optimised parties can choose to play a as written challenging adventure, and the non-optimised parties can still play high and earn the full story XP rewards.

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3 years ago  ::  Dec 20, 2009 - 9:38AM #63
MorganDaemos
Date Joined: Apr 22, 2009
Posts: 177




I believe this applies to strikers (find some way to reduce the ability to do damage (if possible), to Defenders (some way to make it hard for them to stop defending, or Leaders (kill them so they can't heal). It just happens that -this- discussion started because of the striker damage being called out. And let's face it, a defender is rarely going to break a mod. Or if it happens often, I at least haven't seen it. (where break == making it a joke in terms of either difficulty or ending fights before they start).

As a general approach, trying to marginalise specific roles/powers/abilities or whatever is a bad thing.





Defenders certainly can wreck a module, but only if there are multiple of them and the players are accustomed to playing together.  Our 'best' group uses 3 Defenders, 2 Warlords, and a ranged striker.

The defenders simply lock everything they can down, the Warlords augment whichever Defender is in the best position to wreak havoc and the ranged striker picks off whatever escaped the lockdown.  Even so, I agree it is a rare instance - DM's are far more likely to run into Nova-strikers then lock down parties, I am just noting that defender parties can wreck mods too.

 

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3 years ago  ::  Dec 20, 2009 - 10:06AM #64
Elder_basilisk
Date Joined: Dec 16, 2005
Posts: 2,524

Dec 20, 2009 -- 9:21AM, MorganDaemos wrote:

#1:  Monsters (on average) do not do enough damage.  It would be difficult to give a precise math resolution, but my ballpark guess says raise it 20% or so.  Threatened PC's makes for more intense gaming - PC's who end adventures when the leader's still have all of their daily healing powers (which has now happened 4 games straight for my Warlord) would seem to indicate the PC's need to take more damage to make things a bit more interesting.




But keep in mind, that, if this is true, it is only true as an average. It should not be an excuse to find the closest thing to a pre-errata needlefang drakeswarm and then contrive a way to up its damage (tactics: this monster always rolls maximum damage, for instance). There are quite a few monsters that do plenty of damage. Upon playing Spec 1-2 yesterday (apparently I forgot just how bad that mod is--I should have saved myself the experience and just stayed home), the monsters in the first encounter were dropping about one and a half PCs every round. In the second encounter, the primary monster+trap dished out around 30-40 damage every round--maybe missing one PC each if we were lucky.

So there are monsters that dish out more than enough damage. (I will also note that the only time a character was knocked unconscious before he got to act was our rogue in the first fight. So at least some paragon monsters are plenty durable too).

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3 years ago  ::  Dec 20, 2009 - 10:35AM #65
MorganDaemos
Date Joined: Apr 22, 2009
Posts: 177

Dec 20, 2009 -- 10:06AM, Elder_basilisk wrote:

Dec 20, 2009 -- 9:21AM, MorganDaemos wrote:

#1:  Monsters (on average) do not do enough damage.  It would be difficult to give a precise math resolution, but my ballpark guess says raise it 20% or so.  Threatened PC's makes for more intense gaming - PC's who end adventures when the leader's still have all of their daily healing powers (which has now happened 4 games straight for my Warlord) would seem to indicate the PC's need to take more damage to make things a bit more interesting.




But keep in mind, that, if this is true, it is only true as an average. It should not be an excuse to find the closest thing to a pre-errata needlefang drakeswarm and then contrive a way to up its damage (tactics: this monster always rolls maximum damage, for instance). There are quite a few monsters that do plenty of damage. Upon playing Spec 1-2 yesterday (apparently I forgot just how bad that mod is--I should have saved myself the experience and just stayed home), the monsters in the first encounter were dropping about one and a half PCs every round. In the second encounter, the primary monster+trap dished out around 30-40 damage every round--maybe missing one PC each if we were lucky.

So there are monsters that dish out more than enough damage. (I will also note that the only time a character was knocked unconscious before he got to act was our rogue in the first fight. So at least some paragon monsters are plenty durable too).





I agree that there are exceptions

Sovereign of the Mines, At the Foot of the Lighthouse, Woolmen's Tomb all pushed are healer's hard enough that they exhausted all of their daily heals - there are some Mods that do not have damage dealing issues, but most of them do.



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3 years ago  ::  Dec 20, 2009 - 11:06AM #66
Crodocile
Date Joined: Nov 15, 2004
Posts: 818
Speaking of the SPECs, I've got to say the campaign has really mixed messages if there's supposed to be a consistent power level.  A party that absolutely destroys AGLA1-6 could easily get their butts handed to them by paragon SPEC1-3.  To have any chance at winning in a few of the SPEC mods you really have to cheese out your character, but then most of the regular mods become a cake walk.  I don't know how to reconcile this disparity.  You can't have an optimized to the point of broken SPEC only character.
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3 years ago  ::  Dec 20, 2009 - 11:16AM #67
MorganDaemos
Date Joined: Apr 22, 2009
Posts: 177

Dec 20, 2009 -- 11:06AM, Crodocile wrote:

Speaking of the SPECs, I've got to say the campaign has really mixed messages if there's supposed to be a consistent power level.  A party that absolutely destroys AGLA1-6 could easily get their butts handed to them by paragon SPEC1-3.  To have any chance at winning in a few of the SPEC mods you really have to cheese out your character, but then most of the regular mods become a cake walk.  I don't know how to reconcile this disparity.  You can't have an optimized to the point of broken SPEC only character.





This speaks to my idea of adding a third level 'Ultra' to mods - that way the players know what they are getting themselves into.  The highly optimized parties can still be challenged without running things for everyone else.

I have not played a SPEC yet, but am looking forward to playing the one at DnDXP - we have not had a TPK yet, so hopefully those will prove to be a bit more challenging then the normal mods.

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3 years ago  ::  Dec 20, 2009 - 11:16AM #68
tirianmal
Date Joined: Oct 26, 2008
Posts: 1,064

Dec 20, 2009 -- 11:06AM, Crodocile wrote:

Speaking of the SPECs, I've got to say the campaign has really mixed messages if there's supposed to be a consistent power level.  A party that absolutely destroys AGLA1-6 could easily get their butts handed to them by paragon SPEC1-3.  To have any chance at winning in a few of the SPEC mods you really have to cheese out your character, but then most of the regular mods become a cake walk.  I don't know how to reconcile this disparity.  You can't have an optimized to the point of broken SPEC only character.




I guess that depends on what you feel that the goal of the SPECs is. SPECs will have higher XP budgets and they can use that to make combats bigger and badder. Or they can have a lot of normal fights, but since there are more of them, you probably can't finish them all in 4 hours.

Some feel that SPECs should be doable but hard. Others think that SPECs should be hard and largely unfinishable. Both can be accomplished with either lots of fights or fewer, harder fights. The authors, I'm sure have lots of different thoughts on this, same for the admins. Personally, I don't go into a SPEC assuming I'm going to get to do all of it.

But people build characters specifically so they can trash everything in a SPEC, they'll optimize and tweak and cheese and in the end they go into AGLA something-something and because the regionals don't have the same XP budget they turn it into a single action combat. Or something.

(edited) So it isn't that the campaign has different expectations for its power levels, regionals and SPECs (and COREs???) do have different XP budgets and this results in varying levels of difficulty. But you can get that in regionals too depending on how they are written.

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3 years ago  ::  Dec 20, 2009 - 8:23PM #69
Cailte
Date Joined: Aug 18, 2007
Posts: 8,213

Dec 20, 2009 -- 9:05AM, tirianmal wrote:

We're talking tactics.


Hmm do you mean tactics as:

What the monsters will do in the fight?

Or

The tactics the author uses to create a challenge beyond what the monsters do in a fight?

It seems to be the former. If so I really don't care about that, the combat tactics of the monsters are irrelevant by and large, and a DM with a bit of luck and good tactics can make all sorts of fights a challenge.

I care a great deal about the tactics of encounter design, that larger scope tactics is all I'm trying to address, and it works on a completely different level to worrying about flanks, and bursts and what have you that your comments have been directed at.

When I say "don't design to marginalise" I'm talking about the monsters and how they interact mechanically with the PCs, not how they are positioned on the board and will be used in the encounter.

This is why I see minions very differently I suspect. Minions are about their Role in the combat, not about tactical combat. In tactical combat they are useless no doubt about it (in LFR at least), but in the narative of the module they are very valuable and should be used as such.

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3 years ago  ::  Dec 20, 2009 - 10:04PM #70
tirianmal
Date Joined: Oct 26, 2008
Posts: 1,064
I mean both.

I know that some folks have this theory that animals shouldn't know how to flank and that wizards and liches shouldn't know how to use their powers to the best advantage against do-gooders that ply their trade undoing their evil schemes. I'm not one of them.

If an author includes in his tactics "If a guy with a great bow shows up, the first thing the lich will do is kill him." I have no problem with that. The lich probably learned better the first dozen times he was killed by such a badass and had to regenerate from his phylactery.
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