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Limiting focus fire in TotM play
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<blockquote data-quote="I'm A Banana" data-source="post: 6011168" data-attributes="member: 2067"><p>Ah. What you need is AI. And possibly aggro. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>In actual D&D combat, on the monster side, there's a lot of flexibility in who you target. Perhaps some monsters are rutheless and target those with the lowest defenses (until prevented). Perhaps some are predators and pick on the smallest, weakest-looking member (and retreat when it becomes difficult to take them out). Perhaps some are cowards, only attacking one target en masse, and then fleeing when they're forced to go it alone (or even with equal numbers!). Perhaps some are simplistic, and attack "whoever's in front." Perhaps some are vengeful, and attack whoever deals the most damage. Perhaps some are persistent, and won't relent on a given target until that target drops. </p><p></p><p>On the player side, in D&D, the most typical limiting factor aside from terrain (which is still usable in ToTM, just modified) is who you're "in melee" with and who you're not "in melee" with. It might also vary with who dealt the most damage -- the biggest threat. If you focus fire on one guy with high defenses while the fragile speedster is decimating your HP's, you're gonna lose! </p><p></p><p>I've personally found that ToTM benefits greatly from more "defensive" abilities, as well. Things like auras that deal damage, counterattacks, insubstantial, resistances, etc. help change the calculus of who can do damage to what. </p><p></p><p>This isn't necessarily easy to program (Lawd knows videogame devs have tried to get believable AI for years, and still get this thing painfully wrong), but it's easy to DM. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6011168, member: 2067"] Ah. What you need is AI. And possibly aggro. ;) In actual D&D combat, on the monster side, there's a lot of flexibility in who you target. Perhaps some monsters are rutheless and target those with the lowest defenses (until prevented). Perhaps some are predators and pick on the smallest, weakest-looking member (and retreat when it becomes difficult to take them out). Perhaps some are cowards, only attacking one target en masse, and then fleeing when they're forced to go it alone (or even with equal numbers!). Perhaps some are simplistic, and attack "whoever's in front." Perhaps some are vengeful, and attack whoever deals the most damage. Perhaps some are persistent, and won't relent on a given target until that target drops. On the player side, in D&D, the most typical limiting factor aside from terrain (which is still usable in ToTM, just modified) is who you're "in melee" with and who you're not "in melee" with. It might also vary with who dealt the most damage -- the biggest threat. If you focus fire on one guy with high defenses while the fragile speedster is decimating your HP's, you're gonna lose! I've personally found that ToTM benefits greatly from more "defensive" abilities, as well. Things like auras that deal damage, counterattacks, insubstantial, resistances, etc. help change the calculus of who can do damage to what. This isn't necessarily easy to program (Lawd knows videogame devs have tried to get believable AI for years, and still get this thing painfully wrong), but it's easy to DM. :) [/QUOTE]
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