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All I have to say is that it worked out of the box with our group.
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D&D is a GAME not a simulation, games have rules. If you want to call a rule gamist , well fine. You realize hit points & saving throws don't exist it the real world, right?
I have only nrarely played MMOs, but I amazed that so many people HATE everything about them. Most say they have 'NEVER played a MMO', yet to have an absolute all knowing knowledge of all thing about MMO. How do you know there is ONLY combat in a MMO, please list all the MMOs you have played.
If something, works well, is FUN, fair, then who cares where it is from LOTR or a MMO. I don't.
Excellent question!Why is it a problem to use the abstract and arbitrary system of elite and solo designation for powerful creatures, but fine to use the equally abstract and arbitrary level system for the same purpose? Neither system is any less arbitrary, so why is only one preferable?
They don't serve the same purpose, though. Level is not a measure of "capability within the action economy", except for fighters in AD&D, and for weapon-users in 3E.One isn't necessarily preferable over the other. The point is that they serve the same purpose and are redundant.
Solos and elites actually have multiple actions - various sorts of triggered actions, plus (typically) standard actions that let them perform multiple basic attacks. Plus they often have AoEs and/or auras that are the functional equivalent of multiple attack actions.But that model didn't solve the problem either - a 1st level solo had 4x HP, did more damage but still only had one action. This didn't actually do anything that a level system couldn't do by itself
It's saying, "I may just be one monster, but you'd better outnumber me to have any hope of taking me down."
Not unelss those perks include additional advantages in the action economy - which is precisely what an "elite" or "solo" label indicates!Aren't its level, ability scores, and other perks also saying that clearly enough?
Huh? The underlying problem arises out of the importance, in D&D, of the action economy. (Note: this is not a general feature of RPGs. It is a distinctive feature of D&D, and comes up in some other systems. For example, the Burning Wheel design team canvass it as an issue in the Adventure Burner.) The solution is to tackle the dimension of action economy in monster design. I don't know why you would call that a "patch for a systemic issue". It is an elegant solution that works within the parameters of D&D.Sounds like what you're saying is that it's a patch for some systemic issues regarding number scaling. Given that, why not fix the underlying problem you're getting at?
It's interesting to note that this is purely a function of D&D's mechanics: rolling to attack within a fixed action economy and initiative sequence; and magical attacks based in discrete, unique spell descriptions.One attack per round against one target will never threaten a party unless the attack has a high likelihood of inflicting instant death. Period. There are just too many ways to cycle players out, get out of combat, deny actions, and recover from even VERY hard hits on a single target that only happen once per round.
The only way to challenge an entire party is multi-attacks, multiple actions within the round structure, AOEs and zones, and other effects meant to acknowledge the multi-target nature of the encounter are necessary.
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The design is completely, totally different between 1 monster encounters and multiple. Even 3E knew that - every monster designed to be encountered on its own had breath weapons, iterative attacks, magic, and other multi-target features.
The level system should handle badass monsters.
What work is "level" or HD doing here?I think there should be tougher versions of ordinary monsters. There should be goblins with more hitpoints that take more than one hit to kill. These goblins have more hit dice, and thus gain whatever else a goblin gains when they increase hit dice, much like levelling up.
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I don't want a goblin chief to be able to stand on his own against a party unless he's significantly higher level than them. I want him to be tougher, to not die in one or two hits, but his HD should reflect this.
Multiple attacks just means "more chances to get more solid hits in per arbitrary unit of time". You don't need to have more arms or heads to do this, you just need to be a better fighter (AD&D used this approach to model better fighters, for instances). It's not absurd to me that a goblin chief might be a better fighter, or a hobgoblin chief even moreso. Or give an ogre chieftain an AoE "club sweep". There are a variety of ways it can be done which don't have verisimilitude implications.A nine-headed cryohydra gets more actions, it makes for a great solo because it can effectively fight by itself. There are plenty of monsters that behave this way, beholders and dragons and the like.
Goblin chiefs though, do not.
Is this claim based on an empirical survey, some theoretical foundation, or merely your own intuition?The boss label is gamist because it suggests that the PCs are "supposed" to fight that monster by itself, and defeat it after a relatively difficult battle. It ignores all other outcomes that could happen (i.e. retreat, negotiation, anything other than a straight up battle), emphasizing the main competitive segment of the game (combat).
Alternatively, it might be a useful shorthand. It could even bring with it some suggestions about how you might design a monster to provide an interesting challenge for a particular context.The idea is that badass monsters are what they are because of what the monster substantively is (i.e. a dragon vs a kobold), choices the DM makes, and what plays out at the table. Putting a keyword "badass" on a monster does not make it so, or help a designer or a DM make it so. At best, it's wasted space. At worst, it's a metagame distraction.
Not every one agrees that this is an issue of "limits", or that your preferred approach is "evolution". Some people think that it facilitates gameplay to think about the design of game elements from the point of view of their function as game elements.I'm not really buying the appeal to tradition. Monster stat blocks may have been limited to this purpose at one point, but D&D evolved to the point where they mean more now
Multiple attacks just means "more chances to get more solid hits in per arbitrary unit of time". You don't need to have more arms or heads to do this, you just need to be a better fighter (AD&D used this approach to model better fighters, for instances). It's not absurd to me that a goblin chief might be a better fighter, or a hobgoblin chief even moreso. Or give an ogre chieftain an AoE "club sweep". There are a variety of ways it can be done which don't have verisimilitude implications.
Gamist play need not be adversarial. Look at Balesir's description of his game, for example, or at Gygax's characterisation of classic D&D play in his DMG and PHB."Gamist" does not mean "the extent to which something is a game". It refers to a tactical style of play with a competitive tone directed towards goal outcomes, characterized by system mastery and adversarial relationships between the people at the table.
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The gamist terminology describes (and people are objecting to) the attempt to make D&D into a competitive game (which D&D has some elements of, but which certain rules can push the game towards or away).
What is the difference between "building a system around assuming how you play" and "building a system to support the way you play". None, that I can see, except that the latter is a more useful description that helps illustrate the contribution the designers have made to human wellbeing.A lot of 3e's problem's trace to the CR and XP system. I suspect the people that actually use those kinds of assumptions are largely the ones that dislike the system, which is why some of them now like a system that is built even more around assuming how you play.
This sort of play is of little interest to me. I may be missing something, but it suggests a very strong degree of GM force over the plot: the PCs encounter something which can only be resolved by deploying the GM's placed "macguffin". Maybe there was some other feature of the encounter to support player protagonism that you didn't mention in your write up.I added in a macguffin element
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I chose to make it overwhelmingly powerful because I liked the flavor and wanted to scare the PCs. It was not remotely balanced
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They could never have beaten it in a fair fight. But it was effective for what I wanted it to do.
I'm not sure what you mean by "balanced". If you mean that encounters posing a mechanically measurable level of challenge are neither adventurous nor interesting, I don't agree at all.encounters balanced around a mechanical standard are neither adventurous nor a particularly interesting story.
My experience is the opposite: if the players (via a successful Monster Knowledge check for a PC) learn the abilities of a creature, and (from this) can infer to its level, and hence the mechancially measurable degree of challenge that it poses, this can certainly make them scared! Depending on what they learn, of course.If they had gotten the sense that it was balanced to provide a particular challenge, it would not have been scary. If they could easily identify it and understand its capabilities after having read its monster manual entry, it would have been boring.
Classic Traveller, with its sector exploration and planet design rules, its patron generation table, etc, tries to eliminate as much as the metagame as possible from scenario design.Every facet of adventure design, from mapping out structure (whether it be a physical structure or simply a conceptual structure) to the type and number of challenges (either combat, non-combat or both) to every other aspect of adventure design is wholly a meta-game process.
The only way you could avoid that would be to somehow develop some sort of organic model and then advance the model in such a way that an adventure grew itself. Since that's impossible (or at least WAY too difficult to achieve with a pencil and paper), I'm going to stand by the fact that every single aspect of adventure design is purely meta-game.
I obviously agree with the bit before the snippage. But I think the MM gets a bit of a hard time. The difference between the MV beholder eye tyrant and the MM one, for example, relates to damage (MV is on MM3 standard), not action economy. They are the same in the latter respect.The difference is in the recognition of action economy, which is a 4e innovation.
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It took 4e's recognition of the action economy to finally make single monster encounters into something that didn't turn into balloon popping contests. Note, they didn't get it right at first, as evidenced by the first Monster Manual. When people talk about 4e solo's, they're talking about what came a few Monster Manuals later (MM3?) and the changes that came with that.
But you can. In 4e, via power selection. In D&Dnext, via combat superiority dice (I assume - that is the obvious vehicle to deliver it).There are massive verisimilitude implications in giving a goblin chief extra attacks. If you do the same for the human leader of a group of bandits, the first thing that would drive me mad as a player is that *I* can't get multiple attacks in the same way.
Because it's easier for you to have a sample boss or actually build one than it is for me to take the creature apart and try to figure out how to rebuild it how I want it.
So If I understand, You hope the D&D 5eNext has nothing from 4e, regardless if is optional, has most everything from 3e, omitting everything you dislike, because you are selfish. Thus violating its primary design goal of D&D5eNext of uniting ALL the editions. Being most like 3e, it will not appeal to most of the BD&D, AD&D1/2e, and the 4e people, thus totally failing, not selling well, causing 6e to be something completely different in a few years.Sometimes we don't always get what we want and someone has to come out in the end with what they want and to be blunt I hope it's me. Now if we get both then great but if not then I hope it's me.
I think the 4e advances the game with it's monster design, this is area that I think still needs work. 4e monster had had too many HPs, but I have no interest in going back to 2-3 HP Kobolds. We need something in the middle, or an option. Same for PCs I have zero interest in a 6 HP wizard , again we need to be a option or closer to 4e.I know a lot of people who didn't like the 4th edition monster setup so hopefully they will relax that setup and give us something else.