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6 months ago  ::  Dec 13, 2012 - 2:59PM #31
Aesurtiel
Date Joined: Dec 7, 2009
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It is indirect, but admittedly true that monsters scale with level. Is that a problem?

In 3E, to give a monster more hit points, you give it more Hit Dice. The more Hit Dice it has, the stronger it becomes, because the more Hit Dice it has, the more feats and ability increases it had.

Now, why can't an ooe have natural armor? Because it's ooe? Haven't you ever heard of surface tension? What if, when you don't hit it hard enough, the ooze doesn't actually leak out?
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6 months ago  ::  Dec 13, 2012 - 3:04PM #32
wrecan
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Dec 13, 2012 -- 2:55PM, Lawolf wrote:

How did Jubilex get to 26th level?



It didn't.  (Not in 4e anyway -- I don't know that Juiblex ever had an origin story before 4e.)  It's a demon lord.  It spawned form the Abyss as a 26th level demon lord when the Shard of Pure Evil first touched the Elemental Chaos.  Juiblex is the corrupted form of elemental chaos itself.

Jubilex could have centuries of survival instincts going through it's primitive system.  Perhaps its pseudopods have become quite adept at knocking aside sword blows before they can chop into Jubilex.  Perhaps Jubilex senses the incoming attack through vibrations in the air upon its oily outer layer and is able to retract portions of its oozy goodness.  The point is Jubilex is level 26 for a reason



Right, and that reason should determine why Juiblex is 26th level.  But you're working backwards from your conclusion.  Juiblex is 26th level so there must be a reason!  But no reason is offered.  His stats are as they are.  3e and 4e alike.  Heck, even AD&D was weird.  Gygax gave Juiblex a -7 AC (equivalent of AC 27) and its description als gave no hint as to why it was so tough to hit.  It was a fountain of slime, ichor, and putrefescence that just stood there and squirted you with filth.

P.S. I'm not saying 4e did things right.  In fact they got a number of monster design aspects wrong.  But I do not see the 5e method as any better.  In fact I see it as significantly worse.



But I don't even get the idea you udnerstand what the monster design aspects of the playtest are.  How is it better to work backwards from a level and not have the stats match the description of the creature, rather than determine why the creature is so damn difficult to kill and built the stats according to those describable qualities.

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6 months ago  ::  Dec 13, 2012 - 3:09PM #33
wrecan
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Dec 13, 2012 -- 2:59PM, Aesurtiel wrote:

Now, why can't an ooe have natural armor?



it can, but Juiblex isn't described as having natural armor.  He has some scabs floating on his surface, but nothing in his description justifies an AC of 42 or a Dexterity of 28.  

The point is not that we can't offer ad hoc justifications but that the system doesn't even care abotut such justifications and many peopel don't even bother with them.  Why is Juiblex so hard to hit?  because it has AC 42.  Duh.  What does that AC represent?  That it's hard to hit.

In Next, you first decide why Juiblex is so impossible to kill and build accordingly.  Now Juiblex can have an AC of 16, say, to represent that demonic surface tension.  But it also has a ton of hp, regenerative abilities, and possibly the ability to absorb matter to give it temporary hp.  Now fighting Juiblex is organic (so to speak).  He's just as tough as Acererak (both level 26 creatures in 4e), but doesn't need to have the same defenses and hp merely because of his level, role and secondary role (or, in 3e, because you want him to have a specific CR)

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6 months ago  ::  Dec 13, 2012 - 3:11PM #34
Lawolf
Date Joined: May 4, 2008
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Dec 13, 2012 -- 3:04PM, wrecan wrote:

Dec 13, 2012 -- 2:55PM, Lawolf wrote:

How did Jubilex get to 26th level?



It didn't.  (Not in 4e anyway -- I don't know that Juiblex ever had an origin story before 4e.)  It's a demon lord.  It spawned form the Abyss as a 26th level demon lord when the Shard of Pure Evil first touched the Elemental Chaos.  Juiblex is the corrupted form of elemental chaos itself.

Jubilex could have centuries of survival instincts going through it's primitive system.  Perhaps its pseudopods have become quite adept at knocking aside sword blows before they can chop into Jubilex.  Perhaps Jubilex senses the incoming attack through vibrations in the air upon its oily outer layer and is able to retract portions of its oozy goodness.  The point is Jubilex is level 26 for a reason



Right, and that reason should determine why Juiblex is 26th level.  But you're working backwards from your conclusion.  Juiblex is 26th level so there must be a reason!  But no reason is offered.  His stats are as they are.  3e and 4e alike.  Heck, even AD&D was weird.  Gygax gave Juiblex a -7 AC (equivalent of AC 27) and its description als gave no hint as to why it was so tough to hit.  It was a fountain of slime, ichor, and putrefescence that just stood there and squirted you with filth.

P.S. I'm not saying 4e did things right.  In fact they got a number of monster design aspects wrong.  But I do not see the 5e method as any better.  In fact I see it as significantly worse.



But I don't even get the idea you udnerstand what the monster design aspects of the playtest are.  How is it better to work backwards from a level and not have the stats match the description of the creature, rather than determine why the creature is so damn difficult to kill and built the stats according to those describable qualities.




In one of the articles regarding minotaur design they went into depth on how they chose the level of the minotaur first.  Then gave it HP according to its level, AC according to its level, and so on.

So are you sure you know what the monster design aspects of the playtest are?

Also, I don't necessarily think that type of design makes sense either.  I am perfectly fine with saying ok this monster has AC 26 because its scales are tougher than steel, Str 26 because it is stronger than any mortal could ever be, and so on.  However it is much more difficult to desing a balanced monster/game that way.

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6 months ago  ::  Dec 13, 2012 - 3:20PM #35
wrecan
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Dec 13, 2012 -- 3:11PM, Lawolf wrote:

In one of the articles regarding minotaur design they went into depth on how they chose the level of the minotaur first.  Then gave it HP according to its level, AC according to its level, and so on.




You mean this article?  From five months ago and in which they were going to list "mooks", "elite" and "solo"?  And in which the playtest doesn't in fact use mooks, elite or solo anymore, indicatign that the monster design announced way back in July is completely obsolete?

Let's compare this to today's Q&A, which also discusses monster design (question )  No talk of mooks, elites or solos.  That consideration is gone.  Rather, monster design begins with the monster's qualities, and from there you work out stats and then you check to see if you've met the roug guidelines established based on assumed PC abilities.  (Not "scaled" PC abilities.  Rodney doesn't tell us that you compare the monster ot a given level.

Yes, I'm very aware of the monster design aspects of the playtest.  You, on the other hand, appear to be about half-a-year out of date.  

Also, I don't necessarily think that type of design makes sense either.  I am perfectly fine with saying ok this monster has AC 26 because its scales are tougher than steel, Str 26 because it is stronger than any mortal could ever be, and so on.  However it is much more difficult to desing a balanced monster/game that way.



Only if you need the monster to be a specific "level".  if you can't figure out why Juiblex should be "26th level" maybe he shouldn't be 26th level.  If you're image of Juiblex' abilities means he only ends up challenging 20th level PCs, maybe he should be 20th level and we shouldn't just use the Aura of Awesome to boost his stats to 26th level.

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6 months ago  ::  Dec 13, 2012 - 3:24PM #36
Aesurtiel
Date Joined: Dec 7, 2009
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High AC  doesn't mae something 'hard to hit'. 3E had something called touch AC. AC represents how hard it is to hit AND deal damage.

So maybe hitting a giant ooze is pretty easy. How hard is it to deal damage to it? Maybe cutting it isn't hard at all. But can you seperate its fluids from the main body?

If it hs Dex 28, it is extremely dexterious. Maybe when you hit it, the surface tension holds the ooze together and its body folds around your sword nstead of being cut by it. Like in cartoons, where someone punches a fat guy to no effect. The ooze might also be stealthy and able to fit into tight spaces. Mechanically, it needs a racial bonus or high Dex to represent this.
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6 months ago  ::  Dec 13, 2012 - 3:37PM #37
wrecan
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Dec 13, 2012 -- 3:24PM, Aesurtiel wrote:

High AC  doesn't mae something 'hard to hit'.



It does in the playtest.

So maybe hitting a giant ooze is pretty easy. How hard is it to deal damage to it? Maybe cutting it isn't hard at all. But can you seperate its fluids from the main body?



Maybe a lot of things.  but in 3e and 4e, it's never explained what those things are.  All you get is an amorphous (pun intended) "natural armor" bonus that could be anything.

It's math first, explanations later (if at all).  The playtest is explanations first, and mechanics replicate those explanations.

Do you want it to be a sinewy agile mass of sewage?  Then you give it a high Dex, and its AC represents in part this dodging ability.  Want it to have preternatural surface tension?  High Constitution and the AC includes this "natural armor".  Maybe a little of both?  Well, you decide and make the stats suit your taste.

But in 3e and 4e, the math decided it for you and you had to post hoc justify those numbers.  Often, the developers didn't bother to do so, as with Juiblex.

And I'm not blaming Rob Scwalb, the author of the 4e Juiblex article.  That was a great article.  But it illustrates the disconnect between the numbers and creature.  In 3e and 4e, we didn't really expect the numbers to have justification.  Saying "It's a 26th level solo" or "It's CR 19" was usually all it took.  

BTW, 3e Juiblex has a +20 natural armor bonus (but a Dex of merely 14 -- so much for being agile)!  Size (large) only justifed +2 of that bonus.  Did it really have "surface tension" equal to more than two suits of full plate mail?  Here's the physical description.  Can you spot the justification for the +20 natural armor bonus?  I can't.

A shuddering, glistening cone of jelly and slime striated with veins of black and green rears up from the pit. Baleful red eyes swim in the thing's gelatinous body, and dripping pseudopods of tremulous ooze writhe with latent hunger in every direction at once.

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6 months ago  ::  Dec 13, 2012 - 3:40PM #38
Orzel
Date Joined: Aug 22, 2007
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Part of the issue is what beating AC represents. AC is a representation of how hard it is to strike a vulnerable area of the creature with enough force  that a chance to kill it occurs.. Hitting AC means you hit a vulnerable area.

So a AC 26 might be easy to touch, but it is difficult to strike a weak point in the hard scales or strike the scales with enough force to bypass the hardness of the scales.

You aren't aiming for the broadside of the barn,  you are arming the window. And the barn is moving.
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6 months ago  ::  Dec 13, 2012 - 5:43PM #39
Mithrus
Date Joined: Jan 29, 2005
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Dec 13, 2012 -- 3:40PM, Orzel wrote:

Part of the issue is what beating AC represents. AC is a representation of how hard it is to strike a vulnerable area of the creature with enough force  that a chance to kill it occurs.. Hitting AC means you hit a vulnerable area.

So a AC 26 might be easy to touch, but it is difficult to strike a weak point in the hard scales or strike the scales with enough force to bypass the hardness of the scales.

You aren't aiming for the broadside of the barn,  you are arming the window. And the barn is moving.


This brings up the ever-ongoing HP vs damage debate. A "hit" that does "damage" does not in any way require any form of physical contact with the target, unless you expressly houserule it. Yes, some want HP to include actual wounds, which I'm not trying to dismiss (outright). But as defined, losing HP is in essence is just removing whatever survivability the target may possess. hit/miss, HP, and damage are all abstracted in D&D. Being abstract, no one can be inherently "wrong" in the narrative of a particular attack resolution unless the target reaches 0 or less HP (assuming no subdual damage) and doesn't die, unless the target has some feature allowing surviving below 0 HP.

TL;DR the numbers are strictly for mechanics, the narrative describes how it happens. If the numbers are too far "unrealistic", then the narrative becomes too difficult to create and still allow any kind of verisimilitude.

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6 months ago  ::  Dec 13, 2012 - 6:28PM #40
Monsieur_Moustache
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AC and HPs are two related abstractions to represent defense. AC is just a customizable DC for attack checks.
True defense simulation would include experience as the most important source of bonus.

Bounded accuracy just put the monster defense more on the HP side than before. Instead of having a higher armor DC, the monsters will gain damage reduction or more HPs.

The only problem is when people want to translate these abstractions into "real" separated concepts.

Avoiding losing HP abstraction or having more abstraction to lose is the same. AC and HPs make no sense in themsleves as they are presented mechanically.
Nobody can agree to what exactly is AC and HPs as real things, because it's the two things taken together that simulate reality.

There's no way to have a hole in the middle of a breastplate in D&D. In some rules, armors have their own HPs and are considered destroyed if they lose all of them. But in reality, even with a hole in the breastplate, an armor can still be a very good protection.

AC and HPs are the same thing, not two different things. We can get rid of attack rolls and AC and directly translate the impact of attacks through random damage going from 0 or negative (to simulate a miss) to a determined maximum.

Defense in D&D is AC + HPs in D&D, not AC and HPs as two distinct concepts.
And even if the roll is defensive, it works the same with saving throws : a pool of HPs and a DC to simulate missed attacks.
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