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How important is "realism"?
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<blockquote data-quote="Garthanos" data-source="post: 8456557" data-attributes="member: 82504"><p>You will have them try and fight the same as they do when they outclass their enemies.</p><p>How like a computer game. Simplistic too... just big sacks of hit points, my 4e ogres (and other monsters) throw people around and knock them down and lots of interesting things when they are significant enemies. And require ways of dealing with them, and when out classed those options arent on the table.</p><p></p><p>Outclassed enemies fighting exactly the way when outclassed as they do when dominating is silly in an old fashioned how would these enemies behave and even a machine designed for fighting will adapt to the scenario. (an enemy so outclassed they should be reticent to commit to an attack or be there unless they are pressured or intrinsically zealot/or as I put it desperate or overconfident and when it does why would it look the same as when they are calm and in control ).</p><p> </p><p>ie to me the roleplay is better for some people I guess they do not care about roleplaying in combat ie how the enemy behaves and how that affects their methods (and mechanics too because the roleplay is why the mechanics are different), but moreso in tropes it is better simulation, and yes mechanically its kind of silly to track a bunch of now very unlikely cruft and so I will go with 4e mechanical simplification.</p><p></p><p>Simplifying them down to minions or clumping them in swarms serves game simplicity and tropes (outclassed enemies exit the stage quickly and cleanly swarms support one another past when it is reasonable at individual levels to exit stage left) (the tracking of numbers and possibilities when they really are no longer reasonably possibilities) is silly in a game context.</p><p></p><p></p><p>I guess the issue is your monsters are already over simplified "in my opinion of course" watches throwing dozens of dozens of dice while 80 monsters whiff whiff whiff against the heros... does not seem fun to me. But keep your philosophy of static unadapting mechanical simulation. </p><p></p><p>But monsters behaving the same way (and fighting is just a subset of that) no matter the circumstances is totally consistent but not very plausible, sentient beings adapt and the mechanics of what they do and how well, should reflect that in my opinion.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 8456557, member: 82504"] You will have them try and fight the same as they do when they outclass their enemies. How like a computer game. Simplistic too... just big sacks of hit points, my 4e ogres (and other monsters) throw people around and knock them down and lots of interesting things when they are significant enemies. And require ways of dealing with them, and when out classed those options arent on the table. Outclassed enemies fighting exactly the way when outclassed as they do when dominating is silly in an old fashioned how would these enemies behave and even a machine designed for fighting will adapt to the scenario. (an enemy so outclassed they should be reticent to commit to an attack or be there unless they are pressured or intrinsically zealot/or as I put it desperate or overconfident and when it does why would it look the same as when they are calm and in control ). ie to me the roleplay is better for some people I guess they do not care about roleplaying in combat ie how the enemy behaves and how that affects their methods (and mechanics too because the roleplay is why the mechanics are different), but moreso in tropes it is better simulation, and yes mechanically its kind of silly to track a bunch of now very unlikely cruft and so I will go with 4e mechanical simplification. Simplifying them down to minions or clumping them in swarms serves game simplicity and tropes (outclassed enemies exit the stage quickly and cleanly swarms support one another past when it is reasonable at individual levels to exit stage left) (the tracking of numbers and possibilities when they really are no longer reasonably possibilities) is silly in a game context. I guess the issue is your monsters are already over simplified "in my opinion of course" watches throwing dozens of dozens of dice while 80 monsters whiff whiff whiff against the heros... does not seem fun to me. But keep your philosophy of static unadapting mechanical simulation. But monsters behaving the same way (and fighting is just a subset of that) no matter the circumstances is totally consistent but not very plausible, sentient beings adapt and the mechanics of what they do and how well, should reflect that in my opinion. [/QUOTE]
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