Imaro
Legend
I don't quite get this. Who advocates that the level-relative numbers for 4e - damage, defences, DCs, etc - should be ignored?
People who feel that what the numbers claim is a challenging encounter isn't for their players... People who want to runa a more simulationist game...
A monster that can do 150 damage as spike damage vs all targets is attacking (let's say) with 6d12+80, or an average of 119, which even allowing for double normal damage for some sort of uber encounter power is still appropriate to a monster of level 50 or so (on the MM3 level +8 as base damage model). I don't think I've ever seen anyone suggest that level 50 monsters (or hazards, in this case) will work well as combatants for level 13 PCs.
Who said you have to engage them in combat? Now granted the Original situation was one where the DM messed up, but the other situation concerning the army of minions was an example where the PC's (including Jim) had the chance to flee and Jim chose not to... are you saying there should never be encounters that PC's can't beat down?
I don't really know what you think 4e's encounter-building guidelines are for, but I have a pretty solid view myself: they are basically saying "Use these numbers - these defences, these damage numbers, these skill DCs - and you will get a nicely paced, satisfying play experience". That's why the general advice is - if you have a bigger or smaller party, or want to make a fighter more challenging, you're better off changing the number of opponents (or turning some into elites or solos, or decomposing elites or solos downwards for small groups) than levelling up and down, as too big a level disparity will produce unsatisfying play results even if the odds remain somewhat comparable.
Yet many people don't get a satisfying experience from using the numbers as you claim, so it's not universal... In other words they are nice as guidelines but I don't think any DM should auto-magically expect a good play experience just because he follows them slavishly.
You may call this "player entitlement" (to what? a fun game? doesn't sound so bad to me!); I think that it creates a sort of confidence in the players that they can narrate their PCs' wacky plans without worrying that the GM will set a hosing DC or impose hosing damage as a consequence.
Did you really just use the subjective "fun" card as a defense? IMO, player entitlement is telling me, as DM I have to design an encounter within the guidelines 4e suggests or I'm having badwrongfun. Do I expect you to design your characters in a particular way, say by following suggested builds? If not, why should you have the right to expect me to build encounters a certain way. I'm starting to think this is just one of those differences in playstyle things. You like the predictability and level of challenge the books guidleines provides not everyone finds that as enjoyable for numerous reasons.
I hope this also makes it clear that I think the level-appropriate DC numbers, defences, attack bonuses, damage numbers etc are more important - a lot more important - than the encounter-XP numbers. Once into mid-heroic, and certainly into paragon, a party should be able to handle an encounter several levels above its own without too much trouble, at least once or twice a day; but that flexibility around encounter XP budgets is pretty orthogonal to the question of "How much damage should my monsters be doing, with what bonus to hit?"
Hey you're entitled to your oppinion, I personally think the numbers are only as important as their ability to produce a good gaming session. Different strokes for different folks I guess.
It is in this second domain that the OP describes a pretty bad GMing error. (@Neonchameleon refers to foreshadowing - monsters with instakill abilities, like medusae, bodaks, etc, all have foreshadowing via both reputation with players and the monster knowledge mechanic. The GM, as described in the OP, does not seem to have done anything like that.)
I never said the DM handled the situation well... but even in the above post you seem to be saying a DM should be able to create and use monsters with instakill abilities... so are you saying the DM was wrong because the guidelines should be followed (which seems to be your earlier position)... Or are you saying the DM should be able to use monsters with things like insta-kill abilities if used well?
My point (and it's related to one that @Hussar made upthread) is that, if you're not going to use the mechanical chassis of 4e, what are you doing ostensibly running that system? There's a large variety of systems out there, many of which are less maths heavy and have much more overt room for GM fiat. One of them would probably suit this GM better.
I mean, once you take away the framework of level-relative DCs, bonuses and damage what is left of 4e? The d20 array of stats and the basic idea of rolling a d20 and hoping to get a high number? You could get that with Swords and Wizardry!
Here's just one suggestion...Maybe you want to use 4e in a simulationist manner... ironically enough there is some precedent for this since some of the DC's in the game are presented in an objective manner (as opposed to the level appropriate manner you seem to prefer).