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6 years ago ::
Sep 03, 2007 - 8:39PM
#11
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Date Joined:
Jun 19, 2005
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If your DM is not smart enough to manage something that basic, he should not be a DM. Sometimes, you have no choice :P
More often, the DM's quite good at other elements (i.e. fluff, setting, NPC interactions) but sucks at combat.
I'm a combat junkie, but I'm not going to deprive less skilled DMs of tools and guidelines they can use :P
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6 years ago ::
Sep 03, 2007 - 8:40PM
#12
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Date Joined:
Nov 29, 2001
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Aggro is just an AI component used because you can't have a person controlling every monster, and its very simplistic to save on coding so that they dont bog down the game. I'd have to disagree. Aggro and aggro management was designed to enhance the gameplay of the MMO, and to solidify the gameplay of the 4 roles, the same 4 roles that 4e will be using. Lots of games use different sorts of AI algorithms to decide what to attack. Aggro is not just a lazy AI algorithm; it's a game mechanic that is purposely made transparent to the player, with a host of abilities for them to play the "aggro management game" while in combat. Whether or not you find it fun is somewhat aside from the point.
If your DM is not smart enough to manage something that basic, he should not be a DM. As I said earlier though, most of the DM's creatures, either roleplayed or powergamed, would almost always choose to NOT attack the tank. Aggro/taunt was put into MMO's to solidify the tank's gameplay purpose.
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6 years ago ::
Sep 03, 2007 - 9:11PM
#13
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Date Joined:
Aug 10, 2009
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Aggro is an AI mechanic, if you want to argue Ill find a text book and dig up a quote.
Its just alot better for a DM to say "ok this person is closest to this one, its a goblin, it'll hit that person" Its not hard to decide who it is that attacks who, any Aggro rules are put into MMO's because the computer dosent know who to attack otherwise. Its simply a term for the very simplistic AI that you have to use on a massive scale because the computers need some form of instructions.
I am sorry if I sound harsh, but frankly There is no benefit to any 'aggro' system. its another layer of complexity that makes you have to decide who will attack what when chances are unless they are fairly cunning They are going to go for the closest threat in full on melee.
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6 years ago ::
Sep 03, 2007 - 9:57PM
#14
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Date Joined:
Jun 19, 2005
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Aggro is an AI mechanic, if you want to argue Ill find a text book and dig up a quote. An AI mechanic is still a game mechanic. Just because it's a machine doing it doesn't make it any less useful.
Its just alot better for a DM to say "ok this person is closest to this one, its a goblin, it'll hit that person" Its not hard to decide who it is that attacks who, any Aggro rules are put into MMO's because the computer dosent know who to attack otherwise. Its simply a term for the very simplistic AI that you have to use on a massive scale because the computers need some form of instructions. Nobody is saying we use computers to decide how to attack. What people are saying is that it's a good idea to have a set of rules and guidelines on how monsters pick their targets based on a set of believable in-game factors.
I am sorry if I sound harsh, but frankly There is no benefit to any 'aggro' system. its another layer of complexity that makes you have to decide who will attack what when chances are unless they are fairly cunning They are going to go for the closest threat in full on melee. I am sorry if I sound harsh, but you're doing nothing but prove that you're an anti-MMOG fanatic without a shred of rationality whatsoever. You are not contributing anything useful to the discussion.
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6 years ago ::
Sep 03, 2007 - 10:02PM
#15
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Date Joined:
Aug 10, 2009
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I contributed the same thing most of the people did "its alot more realistic and alot quicker to just have the DM adjudicate, and the reason they have the AI in there is because you can't have a person controlling everything for every person in every fight on a server"
That is a fact, live with it. Tell you what, if you can come up with an aggro system for D&D that doesn't muddle the game up and that provides something you can't just house rule with a bluff check or the Knight class, then I will apologize, but frankly I think you just don't like me, and thats your whole issue.
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6 years ago ::
Sep 03, 2007 - 10:17PM
#16
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Date Joined:
Jun 19, 2005
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I contributed the same thing most of the people did "its alot more realistic and alot quicker to just have the DM adjudicate, and the reason they have the AI in there is because you can't have a person controlling everything for every person in every fight on a server" And again, the fact that it's controlled by the AI is NOT the issue. It's the *algorithm* and the *mechanics* behind the AI's decision-making is what CAN be adopted into an RPG.
You just refuse to listen.
That is a fact, live with it. It's a fact that you apparently have no idea that a mechanic used by an AI can be used by a DM.
Tell you what, if you can come up with an aggro system for D&D that doesn't muddle the game up and that provides something you can't just house rule with a bluff check or the Knight class, then I will apologize, but frankly I think you just don't like me, and thats your whole issue. A challenge? Sure.
Here's a fairly simple aggro system:
Say you want an aggro system based on unintelligent creatures having a specific anger towards specific types of classes, items, or races.
For instance, say we've got an Ooze creature that is naturally inclined to attack creatures that are magical or have lots of magic on them. Let's call it a Magic-Consuming Ooze (for the purpose of simplicity).
Would it be realistic for the DM to have it choose a target intelligently based on the tactical situation? Or would it be more realistic that it acts on its instinct? I would say the latter is more realistic because it's an Ooze and it has no brains.
For the Magic-Consuming Ooze, we can have a system that you get points of aggro depending on the following factors:
5 points for Wizards, Sorcs, or other arcane caster classes 3 points for Clerics, Favored Souls, and other divine caster classes (it likes arcane magics more) 1 point for every magic item on the character 10 points if the creature is magical -1 point for every space between you and the ooze (it's lazy and prefers closer targets)
And so on.
What you do then is to add up the points, maybe roll a dice and add the result for some randomness, and the character with the highest score gets to be the Ooze's target.
Of course, this system is still clunky and will need streamlining, but at its heart it is the same aggro system used by MMOG AIs.
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6 years ago ::
Sep 03, 2007 - 10:22PM
#17
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Date Joined:
Aug 10, 2009
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Fine, you now have a home brew system for aggro, but personally I don't understand why you would ever use it. Why not just say the mindless ooze goes for the first viable target possible, the goblins attack the big guy up front or run away because he looks scary, The dragon knows darn well what robes are and goes after the spellcaster first just to be rid of the nuisance. That takes about two seconds of thought. I know a DM CAN use the algorithm, but really in that same time you can make a common sense snap judgement and do the same job without adding a step. Why would you subject yourself to that needlessly?
THAT was the point I was making the whole time on this thread. I understand you can use aggro, but aggro is, and always has been, Monster AI. Think about Digimon world, or chorno trigger. Monsters move around, you get too close to them or step in the wrong spot and a fight starts. thats part of aggro. From there its just basic tactics that will work well agasint the streamlined classes MMORPG's have while still not bogging down the game. You can't write complex AI for a game like WoW because too many people use it at once. You can't disagree with that, because its true. Now quit pestering me because of whatever chip you have on your shoulder and please, PLEASE try to post something useful somewhere else.
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6 years ago ::
Sep 03, 2007 - 10:26PM
#18
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Date Joined:
Jun 19, 2005
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Fine, you now have a home brew system for aggro, but personally I don't understand why you would ever use it. Why not just say the mindless ooze goes for the first viable target possible, Define "viable".
And let me tell you now that the way you define it is an aggro mechanic in itself.
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6 years ago ::
Sep 03, 2007 - 10:34PM
#19
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Date Joined:
Aug 10, 2009
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Viable as in not something redundant. Something that serves some use that can't be met in some quicker or more efficient way.
and yes, it is an 'aggro mechanic', but its one that is simply intuitive DM discression. You don't need more than that in D&D really, You plan it out, or you just go for what you think the creature may go for first. There really is little point to making an equation to pick out who your creatures are just going to attack. after all at least 60% of DMing is improv.
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6 years ago ::
Sep 03, 2007 - 10:40PM
#20
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Date Joined:
Jun 19, 2005
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Viable as in not something redundant. No, no. You said "Why doesn't the ooze just attack the first viable target"
Define how do you pick a "viable target."
Go ahead.
Once you do, you've created your own aggro mechanic.
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