Manbearcat
Legend
With regard to Damage Auras: In my experience, they are the most lethal AND LEAST satisfying thing a monster can have.
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As a DM I've mostly avoided it.
I don't mind damage auras, you just have to use moderation.
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I only use auras for solos, and it's a way of countering "lockdown" (they will always do damage regardless of being locked down, unless there's a way to shut off the aura). The beholder actually has a similar rule; it automatically attacks anyone starting their turn near it (and in MM1, this was literally an aura) as long as it is conscious. A stunned beholder can still use that "aura".
I like Sly Flourish's "donut aura" as there's an element of strategy to it. The aura is very large and prevents PCs from seeing through it (the one I used was psionic so it was messing with PC vision) but the aura does not exist within 5-10 squares of the boss. It prevented range ganking and also ensured that PCs were always moving (the boss was).
While I can certainly understand that they would be annoying (the point!) I'm of the same mind as (Psi)SeveredHead on auras. Like anything, you want to use them in moderation and generally want to reserve them for a fight that has meaning.
By my estimation, from a tactical perspective, auras occupy roughly the same conceptual space as (i) zones and (ii) marking/defender control. They force the opposition to make a difficult choice between two suboptimal decisions; eg the "catch-22":
- Do I stay within the boundary of the aura and suffer the damage or (likely worse) condition?
or
- Do I move and provoke one or more Opportunity Attacks?
Like any proper control effect, it induces tactical overhead that the players must deal with in order to advance their agenda (positioning to protect the artillery, positioning to set-up for a group nova, positioning to ensure people are in protective zones/auras of their own or within range of positive effects, protect a minion, et al). They work best when coupled with an effect (an equally punitive OA by the primary enemy or a secondary enemy, or a hazard/trap dynamic that works in conjunction), an enemy group dynamic that creates force multiplication (eg the Aura afflicts vulnerability, - defenses, etc).
Two things you need to be careful of when leveraging an aura is (i) making the OAs (either primary monster or secondary) so punitive that it isn't worth risking provoking them when moving out of the aura's effect or (ii) making the aura so large as to be inescapable. Both of these serve to undermine the "catch-22" that you're going for.
Further as PSH notes above, they also ensure that a Solo or Elite will AoE threaten PCs even under a deployment of "lockdown" barrage.
Then, of course, there are thematic considerations when using them; eg do they fit the schtick of this monster/enemy? It makes sense for staying in melee proximity to have some punitive effect when engaging master swordsmen, berserkers, savage monsters laden with spikes, psionic creatures, swarms etc.
On topic( almost?): Has anyone else tried to capture the scale of epic accomplishments (fighting gods, re-arragning the world) but at heroic level numbers. It was a fairly short campain, I started at 4th and ended at 6th, but along the way I gave them access to extra powers and customization. They fought 40 foot tall genies, brought down three out of four "Insane Fish Gods" arrayed against them, and saved the world; just with much smaller numbers on their sheets (and mine).
A la Neverwinter Campaign Setting? I personally have not but the tier system is just a default that can easily be detached to support whatever sort of play you're looking for. The math of the system is tight and transparent enough to make for functional Epic play at the Heroic tier. You could easily enough just treat it as 13th Age does and just contract 4e play into 10 levels.