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Am I the only one who doesn't like the arbitrary "boss monster" tag?

I'll say something very honestly here: from the OP onwards, this just sounds like a sandbox DM complaining that the game has any concept whatsoever of level-appropriate monsters. Much of the other debate in this thread just gives me the usual "It's a wonder we ever agree on anything in this community" headache.
 

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No, I'm sorry, that's just not true.
What's not true?

There are a range of powers that players can select that grant them multiple attacks.

It's also the case that "minion" status obviates the need for multiple attacks - it's a different abstraction that achieves the same result: namely, increasing the likelihood of dropping the monster in a given 6-second period.

The single most frustrating thing about 4E for me was that monster abilities and attacks were arbitrary and completely unrelated to what players could do.
I'm not sure in what way they're arbitrary - most of the design seems pretty tight to me.

The lack of overlap doesn't both me, personally. After all, the PCs can do stuff the NPCs can't do! I don't mind diversity, especially when it comes to magic. (For martial abilities I think it's more about varyious dimensions of abstraction - as with the (rough) functional equivalence of multiple attacks and minion status.)

I don't have a 4E MM in front of me, but grabbing stuff from the pre-release that's already on the internet.. A level 1 Human Bandit has an at-will power that deals damage, dazes the target for a round and lets them shift. I could be wrong, but I don't recall any of the PHB1 classes being able to do something like that.
The ability in question is, as others have posted, an encounter power, and is, as others have posted, very similar to the 1st level rogue encounter power of the same name.

I also detest minions, but that's another story.
Minions are an amalgam of concepts, I think. In some cases they're about playing with the multiple dimensions of scaling: boost AC and attacks, but reduce hit points, to hold overall challenge roughly constant but change the dynamics of action resolution.

In other cases they're about imagining a tough but unlucky combatant - it has no layers of "Gygaxian" hit points - no luck or divine favour - but only meat.

Either way, they're the ultimate expression of D&D combat as abstraction rather than process modelling. I'm inferring from your dislike of them that you prefer combat as process model rather than abstraction, and treat hit points as "meat".
 

The conversation is starting to veer into two different topics:

1) Should solo monsters mechanically exist?
2) Should humanoid monsters be provided special mechanics that Pcs don't have? (either through a solo tag or whatnot).

The second topic is a very different conversation, one that is very worth having, but one I think should be taken into a different thread.


So let me rephrase the first question to restart the debate:

Is is okay if Dragons have special mechanics to make them challenging to a party of players on their own? Is it okay for certain other special monsters like Beholders to get similar treatment?
 


What's not true?

There are a range of powers that players can select that grant them multiple attacks.

It's also the case that "minion" status obviates the need for multiple attacks - it's a different abstraction that achieves the same result: namely, increasing the likelihood of dropping the monster in a given 6-second period.

Minions do not obviate the need for multiple attacks, you still have to hit them, so you want more attacks to increase your chance to do so.

I'm not sure in what way they're arbitrary - most of the design seems pretty tight to me.

They're arbitrary in that creatures are given abilities to meet their level and type, with the flavour (if there is any) constructed around the monster afterwards.

The lack of overlap doesn't both me, personally. After all, the PCs can do stuff the NPCs can't do! I don't mind diversity, especially when it comes to magic. (For martial abilities I think it's more about varyious dimensions of abstraction - as with the (rough) functional equivalence of multiple attacks and minion status.)

The ability in question is, as others have posted, an encounter power, and is, as others have posted, very similar to the 1st level rogue encounter power of the same name.

This is obviously a matter of taste, I've tried to make that clear. I don't have books here (they are in another country) so I gambled that a power from a pre-release would be relevant - it wasn't. I'm sure if I had the books I could find something that bears no resemblance to a player power of the same level and yet would be very useful to them, be it martial or magical.

Minions are an amalgam of concepts, I think. In some cases they're about playing with the multiple dimensions of scaling: boost AC and attacks, but reduce hit points, to hold overall challenge roughly constant but change the dynamics of action resolution.

In other cases they're about imagining a tough but unlucky combatant - it has no layers of "Gygaxian" hit points - no luck or divine favour - but only meat.

Either way, they're the ultimate expression of D&D combat as abstraction rather than process modelling. I'm inferring from your dislike of them that you prefer combat as process model rather than abstraction, and treat hit points as "meat".

Minions are, to me, frustrating. There's nothing wrong with a monster that dies in 1 hit, but if we are already using HP as an abstraction for your ability to carry on fighting, why not just give them very low HP? It's been argued over before.

I do prefer combat as a process model, but I accept some abstractions and am happy to believe HP as a combination of things.

This is what all of this comes down to, to me: I want humanoid monsters and animals to follow player logic - I want them to gain power and HD as they gain levels. Oozes and Ogres and Giants and Dragons and Beholders, they can have special status. Perhaps you can even stretch that to giving the goblin shaman a spell nobody else can get (after all, magic is limited according to class), but doubling his hitpoints just to make him an elite, who survives longer and hits harder, does not square with me.
 

So, essentially you're saying that 3e succeeded because nearly every 3e fan was so enamoured to ... what... the flavour... that they chose to rip apart the entire baseline of the system in order to play a game that you're claiming doesn't work out of the box.
No. 3e works mainly because of skills, feats, the standardization of class advancement and multiclassing, allowing previously unseen flexibility and transpanrency in character creation. From a DM's perspective, it works because those same things apply to monsters (moreso in 3.5). Those are the baseline of the system. That flexibility gives you the most playstyle-neutral mechanics D&D has, and thus the toolbox edition. None of those have anything to do with CR, or the assumption of a four-character 25 point buy party where every character is the same level and they face balanced encounters for their level. The best thing about that assumption is indeed that it's easily ignored.

I think the success of 3e has a lot more to do with the fact that 3e works, out of the box, that balanced systems are a thousand times easier to play than unbalanced ones, and that the average gamer is savvy enough to know that a game that works is better than one that needs to be entirely rewritten.
I don't think the out of the box aspect is a huge deal for D&D. For another game it might be, but most people will play D&D even if the immediate reaction is not good just because it's D&D; they'll either adapt to its problems or fix them. D&D has a long leash.



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.
If you think my players didn't take initiative you didn't read the example very well. If I threw in everything their characters had done up to that point, you'd probably see more, but that's kind of impractical. In any case, it's just one example. And I've yet to see the "flexible monster creation destroyed my game" example or even the "encounter based design is totally fun" example.

However, given that the DM does control all characters and events that are outside of the PCs' direct control, there is always going to be a "very strong degree of GM force", isn't there? In any case, I'll take "GM force" over "game designer force" any day.

It's not as if your preferred approach to monster buidling, as set out in this thread, is playstyle neutral. It seems oriented towards an approach to play in which I have very little interest.
It's as neutral as it gets. You spend as much or as little time building the monster as you want. You can plan with maximum depth or you can improvise with unprecedented ease. You can build monsters as flexibly as PCs, meaning you can make them do whatever you want. What playstyle is not supported by that?

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.

I don't "scare" my players by saying scary things to them, or telling them that what they see is scary. I scare them - and generate related emotions, like excitement - by putting their PCs in situations which will require clever and challenging play to resolve.
People are afraid of the unknown.

I don't scare my PCs by "putting their PCs in situations which will require clever and challenging play to resolve" of by telling them that what they see is of a certain level or manner of challenge; I scare them by putting them in situations that none of us know how they will resolve or whether or not they will resolve. In D&D (as opposed to in some rpgs), characters are so powerful that they usually come up with something, but the possibility of different outcomes, including failure, is still present. Not knowing what is going on or what will happen is actually essential. D&D isn't a puzzle to be solved.

If I knew that a certain battle was expected to be defeated by my party in six rounds, I would roll no dice, tell the party they beat the enemies in a short battle, and move on to the good stuff. Such a battle would certainly not empower the PCs, nor the DM; it reflects designer fiat. Whoever wrote the monster has apparently already decided what will happen at your table. Not coool.

Not that scaring them is the only style of play; I do that every now and then (but a "boss fight" is usually going to head in that direction).

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,
Pretty much.

Those kinds of measures are either an illusion (in that they don't take into account the complexity of the scenario and don't truly reflect its level of challenge) or a limitation (in that they impose a style of play on a freeform game with diverse players-bad idea). The CR system and its associated assumptions are an illusion, and I think at this point, most of us have made our saves to disbelieve it.



And this is me asserting my belief that I and most other DMs I know would literally rather gnaw off our own right arms than work under the system you prefer with having to custom-craft almost all monsters based on a half-finished monster-manual. We have jobs, we have lives, and we have other hobbies - and some of the burned-out 3.X DMs I know spent at least a dozen hours preparing per session at mid level and have described it as a full time job.
Well you're free to do so.

That said, having the tools laid out in front of you makes it so much easier to skip out on prep work and improvise. It's easy to take monsters and hack them on the fly when they have predictable rules for advancement. There are tons of published adventures and sources of premade stat blocks other than monster manuals for people who want to go that route. Some people may have been burned out DMs, but no one, especially not Skip Williams, ever forced them to be so.

Personally, I looked at the 4e monster manual, and the thought of having to break everything apart and rewrite the entire thing just to make it marginally usable was not appealing. That would have been a full-time job. Thankfully, no one made me DM it.

So while most DMs you know might have that opinion, I'm not particularly persuaded by them that the entire system that in no way lead to their problems is somehow wrong.
 

Is is okay if Dragons have special mechanics to make them challenging to a party of players on their own? Is it okay for certain other special monsters like Beholders to get similar treatment?
No. At least, not if you're suggesting that those mechanics go outside the purview of describing what the dragon is in the game world for the sole purpose of creating a balanced encounter.

That said, you've chosen strange examples. Dragons, by virtue of their nature, typically have area attacks and a wide variety of options, and beholders, by their nature, have a wide variety of eyes. They serve the function of "boss monster" well because of those things, not the other way around.
 

Into the Woods

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