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2 years ago ::
Jul 07, 2011 - 5:43PM
#1
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Date Joined:
May 10, 2009
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Anyone in engineering will say all rules are written in blood. We need more horror stories, death, and the factory burning down. We've had a lot of really good lab results of level 30 teams winning fights. Unfortunately I do not feel they demonstrate where things can go wrong. I'd like to see some lower level battles (16 is the prime zone IMHO) where a little more trouble occurs. Testing is faulty when all results demonstrate positive results when conducted at maximum level.
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2 years ago ::
Jul 07, 2011 - 5:47PM
#2
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Well I ran a level 16 lab here: community.wizards.com/go/thread/view/758...Of course, far from a lab disaster, the PCs cleaned house in this lab too.  Daren
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2 years ago ::
Jul 07, 2011 - 6:09PM
#3
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Date Joined:
Aug 20, 2007
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I'm planning on running a lab at level 16 that uses randomized monsters and characters/classes that run from "potential party liability" to "practical optimization with some theme choices" to represent what a table where not everyone knows about optimization, or cares, would look like.
I don't expect a disaster but I also don't expect things to go smoothly.
Right now I'm just building the characters. Once I get that done I'll get the results.
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2 years ago ::
Jul 07, 2011 - 6:19PM
#4
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Date Joined:
May 10, 2009
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If interested perhaps we could run some level 16 Level+3 encounters against the party to see how they handle it. Thats a solid fight that would justify the dailies used, and about the level I use in my campaigns for challenging fights. I know a couple nasty solid monsters off the top of my head that I would use in such a fight.
I very much enjoyed the Essentials F-Class builds against Ogremoch earlier, and honestly I would not have expected the Essentials characters to do NEARLY as well as they did. Honestly I would almost have put money against it. Is it because level 30 is just that good or is were tactics just brilliant... or something else?
At any rate the purpose of my post is that I have not seen enough relevant level labs (heroic or paragon) and no failures yet in lab tests. I've always felt the difficulty rating was usually a bit low for monsters and I guess this confirms that, considering the 100% success rate.
Basically, Someone needs to die.
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2 years ago ::
Jul 07, 2011 - 6:39PM
#5
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Date Joined:
Mar 19, 2010
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I am starting to wonder how much of the results is based on party composition rather than the individual classes involved. What happens if the group of 5 is missing one party role. No controller? No Defender? Heck, what about no strikers? Is this an issue where any motley crew of characters can defeat anything at level 30 or is the game balanced to the point that the inclusion of all roles acts as a force multiplier?
I have played LFR without any given role present at almost any tier and it was doable but that is a case where players have varying levels of optimization and onre character may have carried the weight of another. What if you create your party of 5 and then roll to randomly remove one character, and then roll to randomly duplicate one of the 4 remaining. what kinds of scenarios might this create? What impact would it have if when fighting Ogremach there were 2 blackguards and no Binder? This is alot of work but may be an interesting way to look at things.
Also I am not sure if it has been done but I think that there should be a standard array of pre determined d20 rolls that are used from one fight to the next to eliminate some of the luck of dice from the mix.
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2 years ago ::
Jul 07, 2011 - 6:57PM
#6
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Date Joined:
Feb 19, 2010
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If interested perhaps we could run some level 16 Level+3 encounters against the party to see how they handle it. Thats a solid fight that would justify the dailies used, and about the level I use in my campaigns for challenging fights. I know a couple nasty solid monsters off the top of my head that I would use in such a fight.
I very much enjoyed the Essentials F-Class builds against Ogremoch earlier, and honestly I would not have expected the Essentials characters to do NEARLY as well as they did. Honestly I would almost have put money against it. Is it because level 30 is just that good or is were tactics just brilliant... or something else?
This has come up in the Lab Notes thread, but two things I'm wary about are the way the PCs coordinate with each other (hard to avoid when one person's running the whole party) and the way the monster mix slants towards fewer, larger bodies. It seems like a major component of F-class victory is keeping the big bad consistently dazed to shut down off-turn attacks like Ogremoch's immediate reprisal. I'm still impressed by the viability of the F-class parties, but I have to wonder how much it depends on the party being well-coordinated. Among other things, I wouldn't expect a party of players that tactically savvy to be playing Binders and Vampires instead of, say, Killswitch and Trailblazer.
I don't have the slightest clue how to go about injecting tactical blunders into a lab-bench fight in a principled way, though.
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2 years ago ::
Jul 07, 2011 - 7:25PM
#7
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I am starting to wonder how much of the results is based on party composition rather than the individual classes involved. What happens if the group of 5 is missing one party role. No controller? No Defender? Heck, what about no strikers? Is this an issue where any motley crew of characters can defeat anything at level 30 or is the game balanced to the point that the inclusion of all roles acts as a force multiplier?
I have played LFR without any given role present at almost any tier and it was doable but that is a case where players have varying levels of optimization and onre character may have carried the weight of another. What if you create your party of 5 and then roll to randomly remove one character, and then roll to randomly duplicate one of the 4 remaining. what kinds of scenarios might this create? What impact would it have if when fighting Ogremach there were 2 blackguards and no Binder? This is alot of work but may be an interesting way to look at things.
Also I am not sure if it has been done but I think that there should be a standard array of pre determined d20 rolls that are used from one fight to the next to eliminate some of the luck of dice from the mix.
I thought Tsuyo's Scrub Brigade test was a nice, bloody opener . I know I was scared to death for my PCs when I started the Labs.
As I have approached them, the Labs have been about finding the 4e "baseline." Seven or so tests doesn't prove anything, but if they are any indication, then a party of 5 solidly built, well played characters with party synergy should beat an at-level, well played group of monsters in around 5 rounds. I call it the Rule of Five for shorthand. If further tests prove that's the baseline, then it's not too hard to push the boundary up or down to discover threshholds where parties are likely to wipe/ have ubearable grindfests, or turn those fights into trivial jokes.
Tactics and party synergy played a big part in my tests. I don't think its a reach to say that breaking the synergy would have really, really affected things. The Sentinel didn't do diddly squat in the Ogremoch fight besides heal, but if she wasn't there to heal or hand out saves, it's probably the disaster the OP is looking for. A party with two strikers and a controller finished off Ogremoch in 5 total rounds; a party with two controllers and a striker finished Borys, Dragon of Tyr off in 6 total rounds. There's all sorts of variation if you look at the tests, and then imagine or recreate the same fights while swapping in different elements. The rolls are all there; go ahead and swap in 5 Binders vs. Ogremoch and see what happens.
Concerning standardized dice rolls across all of the labs, it sounds like good science. But in the context of the actual game at the table, I don't think that will make for any significant result swings. It's not as if a 15 hits harder than an 11. Either a PC has really good luck, really bad luck, or insignificant normal luck. I'd say the luck in my tests were insignificant. It wasn't particularly good luck (e.g. over 4 tests, I can't recall a significant striker crit). Where there were spells of bad luck, the PCs either had enough accuracy resources to overcome it on the spot (targeting NADs to hit on 6s, rerolls, Heroic Effort-type boosts, etc.), or they used resources to survive the lack of damage output for a round until their luck turned (e.g., the Round 3 readied action fiasco vs. Ogremoch). It would have taken a really, really, really nasty string of bad luck across multiple characters to make for a true disaster. A string of luck like that will hurt pretty much every single party you could ever put together. At that point, you're just looking for dead bodies.
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2 years ago ::
Jul 07, 2011 - 7:26PM
#8
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I am starting to wonder how much of the results is based on party composition rather than the individual classes involved. What happens if the group of 5 is missing one party role. No controller? No Defender? Heck, what about no strikers? Is this an issue where any motley crew of characters can defeat anything at level 30 or is the game balanced to the point that the inclusion of all roles acts as a force multiplier?
I have played LFR without any given role present at almost any tier and it was doable but that is a case where players have varying levels of optimization and onre character may have carried the weight of another. What if you create your party of 5 and then roll to randomly remove one character, and then roll to randomly duplicate one of the 4 remaining. what kinds of scenarios might this create? What impact would it have if when fighting Ogremach there were 2 blackguards and no Binder? This is alot of work but may be an interesting way to look at things.
Also I am not sure if it has been done but I think that there should be a standard array of pre determined d20 rolls that are used from one fight to the next to eliminate some of the luck of dice from the mix.
Well I think having a well-balanced party has defintely helped. But I think that basic DnD 4.0 design is that the party will be on the balanced side. So I don't know that if the Essentials failed in a unbalanced party if that would reflect on the classes instead of just on poor party composition.
On the die rolls, I thought about trying to assign die rolls to each side, but decided it would be more work and less fun. In my test, the rolls were pretty even, but a few of the classes (Hunter, Thief) just don't miss much. What is crazy is that this was without deft blade and the other feats that allow you to attack a NAD with a basic attack. Safe to assume that in actual play with a decent player that a thief will be close to a 95% hit rate with his backstabs.
In any event, I think the labs have already demonstrated that most of the E classes are adequate in the hands of a good player.
Daren
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2 years ago ::
Jul 07, 2011 - 7:49PM
#9
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Date Joined:
Apr 25, 2002
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I think one of the components that's missing is the resource expenditure and slightly unlucky rolls that characterize a disaster. Optimized parties are often able to overcome poor rolls/resource expenditure. Sure, lots of parties can survive an encounter, but what happens when they've used up too many resources on previous combats and get a little unlucky?
I'd look at the following choices: Say 1 to 2 of the characters randomly picked, roll a 1 on the 1st round of combat. I've seen parties where that could be characterized as lucky - at one 4 player table I was at, all 4 of us rolled a 1 for initiative. Yes, one in 160000 chance. Combat didn't start so well for us...
Dailies - you're allowed to use one daily because the rest have been used up. Roll a d6 - 1-2, it is your favorite daily, 3-5 are the other 3 dailies, 6, you happened to use them all up previously.
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2 years ago ::
Jul 07, 2011 - 8:17PM
#10
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Date Joined:
Jul 27, 2006
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I think these labs are demonstrating what is really expected. A decent party should, really, always win. It might get hairy some times, but the game is designed to be won, ultimately.
Now, there are certain situations (poorly made characters, either through accident (tsuyo's scrub brigade), choice, or just lack of knowledge - unlucky dice rolls/crits - monster composition ideally created to destroy the player party) where this might not hold. There are certain situations where combat will be much shorter or much longer. But, in most cases, the players are going to win.
The value of these, I think, is in establishing a base-line, and showing how high above that base-line an optimized character/party will be.
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