I'm A Banana
Potassium-Rich
MrMyth said:Except that is a dangerous road to walk down
Kamikaze Midget: Dangerous Design.
I'm going to get that on a business card!
writing an elaborate combat subsystem for a single monster seems, in my mind, a waste of time and effort and an invitation for slowing down combat and potentially penalizing groups that don't think of the exact right tactic.
I'll fully agree with you on the "unnecessarily elaborate" thing. But, then, why not have the fluff match the crunch? If it's too elaborate for a single combat, make it a huge setpiece. If you can't do that, simplify the fluff.
Penalizing the "wrong strategy" only occurs of you take a 3e-ish approach and assume everyone's going to do the best thing all the time. If you just let it be a little reward -- let this monster be a little easier, if the players are clever -- then you reward the players without hurting anything. Except maybe a DM who wanted to use it as the boss, but it's not SOLO, so that should twig a DM that using it as a boss is probably not recommended, ya?
It also means having to address a variety of questions - can PCs target the demons all the time? Can they hit them with area effects? How many demons need to be killed? If the characters spend four actions to kill all the demons and weaken the dragon, wouldn't those four actions have been better spent killing the dragon itself?
Those questions are going to get asked in many campaigns anyway. By anticipating them and giving us an answer, WotC will be designing for use at the table.
They do give us an answer here, it's just the D&D equivalent of "I'm the Mom, that's why!" It's really unsatisfying y'know?
The rules already have a solid, comprehensive framework for rewarding creative tactics - page 42. They don't attempt to define a specific list of creative actions and how they work, since that would both be a pain to create, and actively prevent other creative solutions not thought up by the designers.
It'd be nice if the monster pointed out Page 42 and gave some suggestions for what "creative tactics" PC's might choose. That'd even address that issue.
But it doesn't, so it's not addressed.
Easy to run, distinct and memorable in nature and appearance, this is the sort of creature I am very glad to see
It'd just be more awesome if the fluff reflected the crunch.
This is probably something you can say for a whole bucketload of things from 4e, though.
