RigaMortus2
First Post
(Long thread, which I didn't intend when I first started this post...)
No, this is NOT "that" kind of thread. I just used that subject line to draw attention
I'm not really here to complain about how I think some of 4E's aspects seem too video-gamey for my taste (I've done that already, as have other people)...
Instead, I wanted to express how I've already been using these so-called video-gamey aspects with my 3.5 games. I was thinking about it today on my drive in to work. All this time, I've actually had some video-game aspects present in games that I run (which isn't often). Anyway...
Whenever I DM (again, not often) I tend to set up encounters, most often the BBEG encounters, sort of like something you would encounter in a video game. All my end-boss encounters I try to have a pattern for, so that players can figure them out, and hopefully defeat the encounter before the encounter defeats them. It is MUCH fun, and I think my players have fun with it too. It is a lot more fun than "stand there, full attack... every round".
The advantage this has is that, each encounter (end boss, BBEG, what have you) is different. In a video game, once you "learn" the pattern to defeat an encounter, you just use that same pattern every time you run into that encounter. Whereas, in D&D, encounters (or end-bosses) don't tend to "respawn". Or, if the BBEG gets away, when next you meet, his pattern will be different.
I just want to give two quick examples of encounters I enjoyed running, that had a fun pattern and learning curve to them, which I think my players really enjoyed. BTW, these were customized encounters/creatures. I did not pull them from the MM...
The Plant Creature
The party was encountering a lot of plant-themed encounters, with evil Druids, bad treants, and so forth. The end-boss encounter was below ground. The party was looking for people that were abducted from town. They came upon an underground room which contained a plant/flower type of creature. It's roots came out of the ground, and twisted around the room, forming a sort of barred jail cell cutting off half the room. Beyond those roots were the people abducted, they were basically imprisioned behind the wall of roots. Connected to those roots was a large flower with a mind of it's own (a defense mechanism of sorts). The party tried to hack past the roots, but could not break it's hardness. The flower came alive to defend. It had different attacks which the party had to adapt to...
Attack 1
It shot a "lightning" based beam in a line.
Attack 2
It shot an "fire" based cone .
Attack 3
A single target ranged attack.
Attack 4
Roots would emerge from the ground and deal damage.
The flower would move around, get into position, and use one of it's attacks (which was random, 1d4). I would give a hint the round before as to how the flower acted before each attack. So the players eventually learned how to avoid each specific attack (anything from casting the right energy resistance spell to just getting out of the way). Eventually, they learned the pattern and were able to defeat the creature, the root wall withered away, and they rescued the prisoners.
The Maedar and his friends
For those that don't know, a Maedar is the male equivalent of a medusa. Where a medusa can turn creatures to stone with a glare, the Maedar can turn stone to flesh with a touch and they have a sort of stone-walk ability (like Earth Elemental's earth glide)
We were running Monte Cooks Arcana Evolved for this. This was a higher level encounter. It was in a huge room. There were stone statues all over the room. The BBEG was a high level Lich Maedar. Way over the level of the characters (by like 10 levels). However, the objective wasn't for the party to hurt the Maedar, but to prevent him from released the stoned creatures.
Each round the Maedar would use his stone-walk ability, get next to a statue, and try to revive it. It wasn't instant, it took a couple of rounds to turn a statue back to flesh. Some statues were bigger than others (ie Large creatures, like Ogres) so they took more time. If the Maedar was hit during the exchange, it had a chance to interrupt him, and he would have to start over again. Usually, this just mean stone-walking a fair distance away and trying to revive another statue. Oh, and after he used his stone-to-flesh power, he had to wait a round or two before he could use it again, so he took advantage of that time to attack the party (since he had levels of Lich and monster levels, is Magus levels were lower level, so his attack spells weren't way over the power level that the party could take).
The encounter consisted of interrupting the Maedar, running back and forth across the battlefield preventing him from turning the statues back to flesh, dealing with the creatures he was able to turn to flesh, and trying to crush/destroy statues before he got a chance to get near them.
I should mention, the party did have a higher level NPC with them on their side that was helping.
Eventually, all the statues were either destroyed or killed once they became flesh. Which left the Maedar and the party. At this point, this is where the high level NPC came it. The exchange between the NPC and the Maedar you could consider as a cut-scene from a video game. Like I said, the intent of the encounter wasn't for the party to "kill" the Maedar, it was for them to stop him from turning the statues to flesh and gaining an army.
[Some side info... The NPC on their side was a very old Vampire Medusa. Not quite "good" but they had a common foe, so they teamed up. The Medusa was held prisoner by the Maedar for a very long time. The Lich (Maedar) needs a phlactery to keep it's soul safe. It cut out the heart of the Medusa and used that as the focus for his phlactery. So, in order to have a chance of killing the Lich Maedar, the party would have to destroy the heart, which in turn would kill the Vampire Medusa that was helping them, hehehe. In the end, the Medusa accepted her fate, and the Maedar sacrificed the heart himself to get rid of his annoying arch nemsis]
So anyway, I hope I demonstrated how I have been using interesting and unique video-game aspects all along when I run my games. I think this is kind of what they are doing with monsters from the MM. Giving them unique abilities so the players can try and figure out the best strategy against them.
The difference seems to be, where I tend to save this for a major encounter, it seems like every monster will have it's own unique attack sequence, which IMHO is a bad thing. Take the example of the Gnoll Strangler. It has a garrotte attack it can use, and then (to be sneaky) it uses the person it garrotted as a meat sheild when it gets attacked. Now, since this is presumable a common gnoll an adventurer might encounter several times during their adventuring career, they might be surprised with this attack the first time they encounter it. But they'll get used to the pattern after awhile.
If the Gnoll Stranger was set up as a BBEG encounter, it would be much more memorable.
PC 1: "Hey, remember that time we encountered the Gnoll Stranger? What a fight that was. Poor Bob."
PC 2: "You're never gonna let me live that down, are you?"
Whereas now it will be (assuming a Gnoll Strangler IS a common foe)
PC 1: "Hey, remember that time we encountered the Gnoll Stranger?"
PC 2: "Which time?"
No, this is NOT "that" kind of thread. I just used that subject line to draw attention

Instead, I wanted to express how I've already been using these so-called video-gamey aspects with my 3.5 games. I was thinking about it today on my drive in to work. All this time, I've actually had some video-game aspects present in games that I run (which isn't often). Anyway...
Whenever I DM (again, not often) I tend to set up encounters, most often the BBEG encounters, sort of like something you would encounter in a video game. All my end-boss encounters I try to have a pattern for, so that players can figure them out, and hopefully defeat the encounter before the encounter defeats them. It is MUCH fun, and I think my players have fun with it too. It is a lot more fun than "stand there, full attack... every round".
The advantage this has is that, each encounter (end boss, BBEG, what have you) is different. In a video game, once you "learn" the pattern to defeat an encounter, you just use that same pattern every time you run into that encounter. Whereas, in D&D, encounters (or end-bosses) don't tend to "respawn". Or, if the BBEG gets away, when next you meet, his pattern will be different.
I just want to give two quick examples of encounters I enjoyed running, that had a fun pattern and learning curve to them, which I think my players really enjoyed. BTW, these were customized encounters/creatures. I did not pull them from the MM...
The Plant Creature
The party was encountering a lot of plant-themed encounters, with evil Druids, bad treants, and so forth. The end-boss encounter was below ground. The party was looking for people that were abducted from town. They came upon an underground room which contained a plant/flower type of creature. It's roots came out of the ground, and twisted around the room, forming a sort of barred jail cell cutting off half the room. Beyond those roots were the people abducted, they were basically imprisioned behind the wall of roots. Connected to those roots was a large flower with a mind of it's own (a defense mechanism of sorts). The party tried to hack past the roots, but could not break it's hardness. The flower came alive to defend. It had different attacks which the party had to adapt to...
Attack 1
It shot a "lightning" based beam in a line.
Attack 2
It shot an "fire" based cone .
Attack 3
A single target ranged attack.
Attack 4
Roots would emerge from the ground and deal damage.
The flower would move around, get into position, and use one of it's attacks (which was random, 1d4). I would give a hint the round before as to how the flower acted before each attack. So the players eventually learned how to avoid each specific attack (anything from casting the right energy resistance spell to just getting out of the way). Eventually, they learned the pattern and were able to defeat the creature, the root wall withered away, and they rescued the prisoners.
The Maedar and his friends
For those that don't know, a Maedar is the male equivalent of a medusa. Where a medusa can turn creatures to stone with a glare, the Maedar can turn stone to flesh with a touch and they have a sort of stone-walk ability (like Earth Elemental's earth glide)
We were running Monte Cooks Arcana Evolved for this. This was a higher level encounter. It was in a huge room. There were stone statues all over the room. The BBEG was a high level Lich Maedar. Way over the level of the characters (by like 10 levels). However, the objective wasn't for the party to hurt the Maedar, but to prevent him from released the stoned creatures.
Each round the Maedar would use his stone-walk ability, get next to a statue, and try to revive it. It wasn't instant, it took a couple of rounds to turn a statue back to flesh. Some statues were bigger than others (ie Large creatures, like Ogres) so they took more time. If the Maedar was hit during the exchange, it had a chance to interrupt him, and he would have to start over again. Usually, this just mean stone-walking a fair distance away and trying to revive another statue. Oh, and after he used his stone-to-flesh power, he had to wait a round or two before he could use it again, so he took advantage of that time to attack the party (since he had levels of Lich and monster levels, is Magus levels were lower level, so his attack spells weren't way over the power level that the party could take).
The encounter consisted of interrupting the Maedar, running back and forth across the battlefield preventing him from turning the statues back to flesh, dealing with the creatures he was able to turn to flesh, and trying to crush/destroy statues before he got a chance to get near them.
I should mention, the party did have a higher level NPC with them on their side that was helping.
Eventually, all the statues were either destroyed or killed once they became flesh. Which left the Maedar and the party. At this point, this is where the high level NPC came it. The exchange between the NPC and the Maedar you could consider as a cut-scene from a video game. Like I said, the intent of the encounter wasn't for the party to "kill" the Maedar, it was for them to stop him from turning the statues to flesh and gaining an army.
[Some side info... The NPC on their side was a very old Vampire Medusa. Not quite "good" but they had a common foe, so they teamed up. The Medusa was held prisoner by the Maedar for a very long time. The Lich (Maedar) needs a phlactery to keep it's soul safe. It cut out the heart of the Medusa and used that as the focus for his phlactery. So, in order to have a chance of killing the Lich Maedar, the party would have to destroy the heart, which in turn would kill the Vampire Medusa that was helping them, hehehe. In the end, the Medusa accepted her fate, and the Maedar sacrificed the heart himself to get rid of his annoying arch nemsis]
So anyway, I hope I demonstrated how I have been using interesting and unique video-game aspects all along when I run my games. I think this is kind of what they are doing with monsters from the MM. Giving them unique abilities so the players can try and figure out the best strategy against them.
The difference seems to be, where I tend to save this for a major encounter, it seems like every monster will have it's own unique attack sequence, which IMHO is a bad thing. Take the example of the Gnoll Strangler. It has a garrotte attack it can use, and then (to be sneaky) it uses the person it garrotted as a meat sheild when it gets attacked. Now, since this is presumable a common gnoll an adventurer might encounter several times during their adventuring career, they might be surprised with this attack the first time they encounter it. But they'll get used to the pattern after awhile.
If the Gnoll Stranger was set up as a BBEG encounter, it would be much more memorable.
PC 1: "Hey, remember that time we encountered the Gnoll Stranger? What a fight that was. Poor Bob."
PC 2: "You're never gonna let me live that down, are you?"
Whereas now it will be (assuming a Gnoll Strangler IS a common foe)
PC 1: "Hey, remember that time we encountered the Gnoll Stranger?"
PC 2: "Which time?"