I'm coming to this conclusion myself.
But, I think that +1 at 5, 15, and 25 is too much of a gain considering the synergies that can be there.
Well this was the point of the original thread. Making it 0/+1/+2 instead of +1/+2/+3 is a matter of personal choice and not a significant change in the system.
Adding terrain difficulties adds to the XP of the encounter. I was testing a hard encounter 3 levels higher, not 3+ levels higher.
There's a fine line to this. I'm not suggesting a room full of traps, just the bad guys picking an area more suitable for their powers. A cathedral that allows the ravager to extend the combat vertically is hardly a change in encounter value.
This was a test case. The fact that the PCs were vastly under-optimized more than makes up for any addition difficulties that you think were needed to create a fair test.
I pretty much agreed to this in my first post. I wasn't trying to make a "fair test" I was trying to suggest epic isn't easy for pc's if the dm is building challenging encounters. I didn't set out to kill anyone just to leave the party tested.
In our campaigns, the players purposely go out of their ways to acquire resist items, even if they have to disenchant other items and enchant new items themselves.
I agree with this also but I made a fire encounter (probably the power resisted most often) it could have just as easily been an thunder or lightning encounter.
In a real campaign with real PCs, they would have MORE fire resistance items and spells (this group had one item) and would have taken less damage.
I agree to a certain extent. The encounter could have been necrotic damage which has a lot fewer resistances.
Like I said, even the Wizard shouldn't have gone down. But, after playing the game at that point for nearly 8 hours, my friend probably wasn't making the best choices anymore.
This happens to every party. The wizard would have gone down anyway if you continued the encounter to the end. Not like his 30HP second wind was going to stop doresian from putting him down again. How many healing surges did the party use? You said all the healing was gone and everyone used a second wind before having them recharged.
In a real campaign with real PCs, it would have been unlikely that the PCs would have taken as much damage as they did.
I agree partially but that has a lot to do with the number of fire effects and fire resistances. We have a lot less non fire resistances than fire resistances in our gaming group.
The Ravager could not teleport. He was actually pretty easy to keep pinned down.
Not if he's flying and doresian is slowing people down. Was the ravager ever hit by melee attacks?
Doresian did a lot of damage though. His chances to hit are high. He could hit on a 4 in a lot of cases. His ongoing 10 was on one to two PCs most of the encounter and on as many as three PCs for a few rounds. That's probably 300+ points of damage just from his staff. In the 19 rounds, he probably dished out over 500 points of damage. He did more damage than the other four combined.
He was 65% of the encounter exp wise. It's expected he'll do the most damage. He still had 20% of his hit points and I assume the party had expended it's most effective dailies up to this point. Since the party had no healing left it's pretty likely he could have kept putting ongoing damage on pc's for a few more rounds and he likely would have been able to attack all 5 pc's if he recharged his frenzy power. If he gets 3-4 slow effects on the party he can extend the combat quite a bit based upon his speed and teleport and once again time was definitely on his side since the party is running out of healing and already used up a significant portion of their dailies.
The game design is set up in reality for x XP over a given day (on average). Throwing a hard encounter first just eats up a larger portion of x than a different order, but the encounter order really doesn't matter.
As I've pointed out repeatedly the easy encounters are sort of non factors. At level 22 I expect a party to be able to handle N+2, N+2, N+3 at a
minimum per day and it could be worse. At level 5 I sort of expect a party to be able to handle about this same amount, and they have far fewer dailies and magic item dailies.
Any single player vastly for the party increases the ability of the group to coordinate.
This is a pretty important distinction.
Actually as explained above, if one goes to the DMG, I handed out fewer items (and some of lower level) than the PCs would have actually acquired in real game play if following the DMG guidelines. The PCs had slots left over where even lower level items could have helped.
I agree but... if you're making an advanced level PC you're supposed to get an L+1 item, a L item, and an L-1 item and the gold equal to a L-1 item. This means 5 23's 5 22's and 5 21's plus enough gold for 5 21's.
Easily killed? It took 6 rounds to kill even one of them. And when the Ravager was killed in round 6, all of the others were wounded, just not enough to be bloodied. It took 11 rounds to kill all four. You consider 11 rounds quick?
No I don't consider 11 rounds to be quick but I think with teleport 22 and fly 8 these monsters are particularly hard to catch. Doresian slowing multiple pc's roughly every 6 rounds also exacerbates the situation. No archon should ever be flanked by the pc's unless they're piling into a situation to unleash cinder burst.
I thought you were an anti-grind kind of guy.
I am. That doesn't mean I would move the monsters unintelligently and allow them to be gobbled up. Since the monsters have powers that recharge, teleporting 20 and then moving 8 more away from the party is a viable tactic for the archons while waiting for the ravager and firelord to recharge. After the buffeting blast is used up the ravager should be flying out of pc range until it recharges and circling the party looking for a chance to fly in 8 and use the ranged 5 wind devil to lock a pc down. When the pc's have a character inside the winddevil, doresian uses his power to slow down multiple pc's so that they have trouble trying to move to the trapped pc's aid. The archons meanwhile try and focus fire on another pc or catch groups with their various encounter powers.
Actually, it needs to stay 10 feet off the ground since it only has a 2 reach to use Slam. But 10 feet is too far away for Whirlwind which averages more damage if it can use it on two foes. Buffeting Blast has better range, but that has a 5 6 recharge. I honestly did not think to keep it out of reach for part of the battle. Thanks for the suggestion. Something to remember for the future.
Both tactics are viable. Keeping it 10's off the ground letting it get to slam without taking any melee attacks seems pretty powerful. It can't be flanked, so it can't take sneak damage unless a second power hits it granting CA first. I would have had the monsters gang up on the wizard, rogue or cleric maybe two of them. Both the fighter and the paladin are super vulnerable to the wind devil and the rogue would also be challenged by it.
Only the Rogue had a resistance here. That’s pretty minor considering how a player designed group would more likely have many resistances.
yes and no. The encounter could easily hit a gap in the pc's resistances, it doesn't have to be a "fire encounter".
It was a significant encounter. It just was not a threatening encounter. The player did not get the thrill of victory since it did not feel scary. It took 18 rounds to get one PC down to 20 hit points. Three levels higher EL and it felt grindy, not scary. PCs got bloodied and then got healed. Ho hum.
That's a little bit the nature of 4e and a little bit the fault of my encounter. The limited monster dmg threat obviously cuts down on the "scary" but as the party was out of healing it might have gotten a lot more scary if you continued the game and doresian gets off another frenzy then hits 1-2 more pc's with the ongoing damage.
It did use up a lot of resources, but you expected something different from an Elite 5 levels higher than the PCs? I think the player used two or three dailies total previous to taking on the Ghoul King. He used them then because he was low on encounter powers and was hoping for a big hit.
Level 22 pc's have 4 encounters and 4 dailies each. Obviously the nature of 4e is such that most pc's are going to rely on encounter powers early in a combat and so level 22's are rearely going to use more than 1 daily prior to round 6 or 7. As soon as the mage uses a daily with sustain the ravager should have moved in and stunned him. The fact that this encounter had no aura's was also kind of weak on my part. Look at the sorrowsworn for instance. The leader has an aura that dazes. This crushes a mage who needs to sustain a power or a cleric who would like to heal.
I do not equate using up resources as threatening, especially not in a case like this. Resources are there to be used. When the encounter is tougher, the bigger guns will be pulled out. That's to be expected.
resources used has to be part of the equation. If you randomly remove 1-2 dailies from each pc and start them with no action points is the encounter more threatening? In this scenario the pc's started with 100% resources which is rarely the case in dnd and effectively only accounts for the first encounter on a given day. Epic makes this less of an issue because of the sheer volume of dailies but it's still an issue.
But, there was no real threat of a single PC going down in a real game scenario with real players and real PCs, even though the encounter was considered hard.
The party was out of healing and still faced with a creature they were struggling to damage. ongoing 10 adds up. a single hit and ongoing 10 is roughly the value of a surge. If we take into account that doresian shouldn't have been an undead in this encounter (gives a giant advantage to the cleric and paladin to have a single undead target in the encounter) doresian might have had a lot more hitpoints. I wonder how much of his damage was from the paladins radiant mark?
And just think. If the original designers would have added bonuses to hit for all PCs to balance out the math at Epic levels, this hard encounter would have been even less threatening.
Once again this is partly due to my design. Obviously +2 to hit for all the pc's is significant. If you believe it was too easy already why would you now change your mind and agree the +2 is needed?
And just imagine how easy a standard encounter would be at Epic levels if a hard encounter is grindy, not threatening.
all std encounters are easy, I doubt a first level party would have much trouble going through 4 level N encounters.
He used his power in round one and then it recharged twice more after that. On average, it should have recharged 3 times instead of 2. Course, even if it had recharged once more, that would have only been another 30 or 40 points of damage to the group. The Slow was a bit problematic, but not overly. It didn't take long to surround him again to get flank. And, I often had him next to a pillar so that only two PCs could get flank and would have him teleport away to attack non-melee foes (especially the Wizard) once the teleport recharged.
seems like pretty solid tactics though I disagree that the attack was only worth 30 or 40 points. Should probably have averaged 3+ hits for 44-60 dmg and a bunch of slows. since the teleport is range 12 he should have been able to get away from being surrounded quite frequently. Better to put the 10 ongoing on the rogue and then teleport out of range of the melee guys than to teleport to the wizard and be surrounded again. Even giving up an OA is much better than being surrounded so he should have chosen to move almost every round and risk the small chance of being hit by OA. Since he moves speed 8 he could have prevented the fighter and paladin from EVER using an encounter or daily power against him. The best they can do is move and charge and therefore rely on 1 weapon attacks with no effects. Take away the bonus radiant damage the paladin was likely doing and they're almost a non factor.
The Wizard and Cleric tried to smack him a few times in the first 10 rounds, but for the most part, they tried more to concentrate on the other four.
The other 4 should have been out of range. Only choosing to attack once doresian had recharged. This forces the party to either spread out, or circle the wagons. If they circle the wagons it's only a matter of time before doresian gets a 4-5 hit attack slowing everyone and letting the other critters move in for area attacks and focus fire on one or two pc's. if they spread out the monsters can teleport to one side of the battle field and isolate part of the party for a round or two.
But, he was not ineffective. He gave the lesser NPCs flank, he did more than 500 points of damage, he did a lot.
as expected. he's 65% of the encounter.
That was unusual, but not totally unexpected. I was hoping for 4 hours. 8 hours was a bit much.
That's awful but at least partly because the player was overwhelmed a tad.
I will say... this thread really makes me wonder about challenging actually optimized characters out of the base books... and worries me about time required for combat.
me too, but I'm more worried about the time than the challenge. I think the monsters here did challenge the party I'm just not sure a 4 hr encounter is good for the game.
I think something to ponder is what the designers of 4th ed consider to be a challenging fight. I think the intent is for character death to be pretty rare, so I don't think character death is neccessarily a part of a challenging fight. I am quite sure encounter length has little to do what they are going for in a challenging fight either. I'm sure they have no intent on hard fights taking 10 hours to play out. I highly suspect that resources expended is intended to be a very important metric on the challenge of a fight.
I totally agree.
Also, perhaps the intent of the Expertise feats isn't actually to make hard fights easier. Perhaps it is to make long fights shorter. Your player group had that fight won, by the sound of it.
They still could have lost a pc if it had been played out. If they use up more dailies that only enhances my perception it was challenging.
How much faster would they have won if they all had +3 to hit?
it would have been plus 2.
How much less resources would they have expended? It sounds like you've got alot of notes. If you noted the attack rolls, add +3 to all the misses and if they now hit, assume that the attack did average damage. From there, you can answer those questions.
the monsters were disadvantaged too, the space is big but not very big for creatures with 20 teleport and fly.
I don't know about that - I'm sure that most of the epic destinies have a "I'm not dead yet" ability for a reason, and that is that they are expected to be killed then come back on a relatively regular basis.
pretty valid point there too. certainly being knocked below zero is a common expectation in dnd 4e.
That's true. I don't think, however, that player death is a requirement for a challenging fight. When a player dies the fight is obviously challenging(assuming they didn't do something stupid), but I think challenge exists without player death. Healing surges spent is a really good metric, I think. Each surge spent is one step closer to death. Which fight is really more challenging? A fight where a character gets knocked out and healed back up, ending the fight with half his healing surges left, or a fight where he doesn't get knocked out but spends every single healing surge?
I definitely feel resources is the most valid metric. doesn't matter if you don't have anyone go below zero if you use up all your resources on a fight that might be the fight that lines you up for the tpk later in the day.
I think a challenging fight should result in unconsciousness or at least close to unconscious for at least one PC though as a general metric. A PC did go unconscious in this encounter, but not until round 18.
You also had a party with 1.5 healers(paladin being roughly half a healer) and 2 defenders. It's much more likely the fight goes longer with more healers and defenders.
Another way to make a fight interesting is to throw enemy tactics in that the players rarely see or have never seen.
but tactics, traps and terrain can make the encounter a higher level by your own definition.
If a player feels suspense or dread on occasion, the DM is doing something right. If a player does not ever feel suspense or dread unless the PC dies, then the game is not as thrilling. IMO.
I totally agree. There has to be a credible threat.
The problem is two fold with the new rules:
1) They cost a feat. That's an error in judgement by WotC. They should have just put in an errata. The math should be built into the system without a specific feat being required.
This has been a lot of peoples point from day one.
2) The +3 at Epic level seems slightly too high. It doesn't take into account synergy bonuses or other ways like feats or Paragon classes to gain a +1 (or more) to hit.
I don't agree here. There are a lot of synergies for monsters at high levels as well. Negatives to hit as well. The sorrowsworn critters cause -2 to all ranged and melee attacks. The fire creatures telelporting to other fire creatures makes them brutally mobile. There are undead with large aura's that give bonus to hit and damge to all other undead in the aura.
There were two reasons this fight was grindy. The slight math problem and using an Elite foe 5 levels higher. At level one, an Elite foe 5 levels higher with some allies is just begging for a TPK (Irontooth is only Elite 2 levels higher, although he had a lot of help). Players are a bit scared at level one with a hard encounter. At level 22, it's just grindy, even if one were to fix the math.
Things have a lot more hit points and players have a lot of hit points and a lot of healing. grindy is semi inevitable. I disagree that a level 4 encounter with a level 6 brute is tpk for 5 first level pc's (cave bear and 3 gray wolves = 875 exp, level 4 encounter). It's certainly going to be challenging but hardly imminent TPK. Irontooth is a level 6 encounter for level 1 pc's. It's also after a level 1.5 and a level 2 and it's possible to engage the N+5 encounter(outside the expected range) before the party can take a short rest. Comparing Irontooth to an N+3 encounter is really not even remotely fair. Him being a level L+2 has nothing to do with the problem. The problem is the encounter is massively over powered for 5 level 1 pc's even before you subtract the resources used in the first two encounters. To compare it to the level 22 encounter we would need to add 4 efreets to the monsters. To be totally fair the party would have to lose some resources first in two previous encounters. Add a fireblade, a cinderlord and two flame stryders. I think you'll find this is a TPK encounter for virtually any level 22 party.