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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Am I the only one who doesn't like the arbitrary "boss monster" tag?
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<blockquote data-quote="slobster" data-source="post: 6001804" data-attributes="member: 6693711"><p>Yet combining the two works, in a mechanical sense. A level 6 mook is a challenge for a level 6 character. Level 6 minions falls in waves before level 6 characters, but can still harm them back; no level of monster (in a scaling accuracy system, that is; here bounded accuracy but scaling hp and damage actually may achieve similar results without a special minion class) does quite the same thing. A level 6 solo monster is a good challenge for a level 6 party, but simply escalating a single enemy's level will not achieve the same result, because of hp scaling and action economy reasons that have been explored above.</p><p></p><p>So no, the two aren't redundant if they each accomplish different goals. I would call them complementary. Your argument, at its core, seems to be more about subjective dislike of different monsters at the same level having wildly divergent capabilities in combat. That's a matter of taste, which means that your feelings on it are no more or less valid than mine, and that no amount of discussion will necessarily "convince" you (or me) that your tastes should change.</p><p></p><p>Monster difficulty tags can be made, with some creativity, to "make sense" in the game world. That it requires creativity to do so shouldn't be a surprise, you need to do the same thing to make sense out of a world neatly sorted into ascending levels of combat ability as well! Why aren't there many enemies with AC 39 and 338 hp, but an attack bonus of only +2? Obviously because such an enemy wouldn't be a balanced encounter for characters of any level, but in game fiction terms such a monster might very well be possible.</p><p></p><p>No matter how we create and label monsters there is going to be some abstraction. Levels and tags work.</p></blockquote><p></p>
[QUOTE="slobster, post: 6001804, member: 6693711"] Yet combining the two works, in a mechanical sense. A level 6 mook is a challenge for a level 6 character. Level 6 minions falls in waves before level 6 characters, but can still harm them back; no level of monster (in a scaling accuracy system, that is; here bounded accuracy but scaling hp and damage actually may achieve similar results without a special minion class) does quite the same thing. A level 6 solo monster is a good challenge for a level 6 party, but simply escalating a single enemy's level will not achieve the same result, because of hp scaling and action economy reasons that have been explored above. So no, the two aren't redundant if they each accomplish different goals. I would call them complementary. Your argument, at its core, seems to be more about subjective dislike of different monsters at the same level having wildly divergent capabilities in combat. That's a matter of taste, which means that your feelings on it are no more or less valid than mine, and that no amount of discussion will necessarily "convince" you (or me) that your tastes should change. Monster difficulty tags can be made, with some creativity, to "make sense" in the game world. That it requires creativity to do so shouldn't be a surprise, you need to do the same thing to make sense out of a world neatly sorted into ascending levels of combat ability as well! Why aren't there many enemies with AC 39 and 338 hp, but an attack bonus of only +2? Obviously because such an enemy wouldn't be a balanced encounter for characters of any level, but in game fiction terms such a monster might very well be possible. No matter how we create and label monsters there is going to be some abstraction. Levels and tags work. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Am I the only one who doesn't like the arbitrary "boss monster" tag?
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