Immortals Handbook - Epic Bestiary (Epic Monster Discussion)

Hi Pssthpok mate! :)

Pssthpok said:
Well... don't throw the baby out with the bath water. Path of Least Resistance suggests that the CR is wrong, not the save DCs.

I don't think you can use that as an excuse.

The bottom line is this, if you use the 1/2 HD approach, then the simple fact is there are going to be saving throws your players cannot succeed at except on a '20'. This is UNAVOIDABLE because there are too many variables floating around and too many ways to increase the numbers.

Two simple factors are:

1. Monsters will probably have more Hit Dice than PCs.
2. Monsters will have higher ability scores than PCs (especially in that one score which dictates there DCs).

Given that monsters also get a +10 base. That means a monster only needs to have 10 more Hit Dice and +10 higher ability score to the DC versus your save boosting ability score to have your PCs soundly beaten...and that assumes a good saving throw.

The one possible saving grace is Cloaks of Resistance. But basically that means you are FORCING a specific item, just to level the playing field...which may or may not be a forlorn hpe anyway when you consider monster HD and ability scores could be 30, 40, or 50+ better than your PCs.
 

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Be that as it may, I can't think of a reason not to wear a cloak of resistance. It pretty much is the one staple item at almost any level beyond 9th, IMXP. So I don't think anyone would complain wearing one because it is essential; it's essential like a magic weapon is essential for fighters, or like a ring of protection for most everyone. Given that, having +1/3 HD (max resistance bonus at any level, assuming a peer makes it) to saves alleviates a lot of the fuss about the save DCs. Epic wards and such take care of the floating chance that the DCs of guys like Surter are unmanageable at their proper CR.

I still think that if the save DCs are "too high", then the CR is too low. Changing the math for how save DCs work is too much effort. It'd be tantamount to revising a line on almost every monster in the book to account for one thing, when changing the new monster's CRs would solve the problem with 1/10th the effort.

Could there be a mitigating factor on monster design based on save DCs, something like the Golden Rule? Like, if the creature's saving throw DCs are X points higher than its CR, add .5x to the CR? I dunno... it's early and I was up late. :o
 

Being forced to wear a certain magic item to survive is piss poor DMing and roleplaying. You should be able to survive with the skills you possess. Magic items are not "essential", they are a bonus perk for the lucky few who have them. It's awfully militant to try to force people to use such and such items. I personally would never play with a gaming group that had such insanity occurring. Just like not everyone wants to be a Wizard, not everyone is going to want to use a certain item.

That would be essentially like saying the who adventuring community wears and uses the same "cloned" equipment. At this rate we might as well break out the prepackaged characters made by WOTC, I get Lidda, she's HOT!!! :)

Which reminds me...what happens when you cross a Halfling w/a Half-Orc. WOTC should really make a book to cover these things.
 
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Well, it's pretty clear that you don't play much; resistance bonuses are essential to play after a certain level. It's not "piss poor"; if you want to underhandedly insult me, make a better effort. Also, until you can prove that 20th-level characters don't need resistance bonuses to save, keep a sock in it.
 

I'll take that a step further; Dante, have you ever even played D&D at all? You seem to have only a very tenuous grasp on the rules, and statements like the one you just made aren't improving that image any.
 

Snide comments aside, U_K is probably right on his math, even if forcing one of your artifacts to be a Cloak of Resistance is undesirable. Assuming the PC and the Monster have equal HD/stats/save/ability boosts, the PC should always need an "8" to save if his or her High save is targeted, or a "14" if it's a low save. Now, as the monster gains more HD, and subsequently more feats and ability ups, the gulf becomes impossible to overcome without powergaming your saves to extreme levels. (and even then there is still a point of no return) (If the monster has 38 more HD that the character, the save should be impossible to make, sans a '20')

Now, aside from a cloak of resistance (which greatly helps the situation, to the point where the character always saves, except on a '1'), what can be done? Divine powers that let a PC add X more desirable attribute to their saves help greatly initially, but probably don't contribute much in the long run. (How long, I don't know... PCs still only get so many attribute ups, and Stat-boosting items are 1/2 as effective as the resistance bonus) And the Divine rank bonus swings both ways. (and favors the higher-level divine opposition)

When playing a character, especially in an epic environment, it is more important to horde immunities than boosting saves. It doesn't matter if your save bonus is 1000 higher than the DC for the Staff of Death's Finger of Death power if a Hecatoncheires points 57 of them at you. (Statistically you have about a 5% chance of Living due to absolute 1 / 20 roll rules on saves) Absolute immunities are trumped by deities portfolios, so I would think a simple plan of action would be to just keep non-artifact magic items on a PC that grant all of the immunities available (death ward/mindblank/Freedom of movement/etc) because a deity is going to nullify them against you anyway with Anti-magic. So unless you are specifically fighting a deity with the appropriate portfolio, those items might just prove useful, at least for the 1 action the deity wastes releasing anti-magic.

I'd rather not see special ability saves reduced in DC to 20 + modifiers. That renders abilities into two catagories: Spammed-insta-kills, and Wasted Actions.
 

Upper_Krust said:
Well if you have 4 PCs one of them will fail (on average) once every five attempts. Which I actually think is a pretty good return on save or die effects.
That assumes the PCs aren't immune to the "die" part in the first place, never a safe assumption at Epic level- and further assumes the monster lives long enough to get off that many attempts. In my experience, battles against opponents of less than, say, CR one-and-a-half times the average party level end in one or two rounds, one way or the other. Parties at these levels can dish out such enormous damage, including ability damage and energy drains to help other effects along, that monsters of a CR less than that just don't last longer than a round or two (unless they manage to retreat somehow).

It isn't the basic class abilities and spells that deal this damage, mind you; it's the combinations of super-powerful effects which build on each other synergistically to produce combos of incredible might. The Time Stop cascades I mentioned in my previous post, available only when two PC spellcasters have both the spell and the Spell Stowaway feat for it, is but one example. One spellcaster with both can't produce a cascade- only two PCs working together can.

Upper_Krust said:
If you have multiple abilities which force saving throws then if a PC has to make 3 saves per round thats 3/20 chance of failure rather than 1/20.
To be quite precise, the chance is closer to 14% rather than 15%, since simple addition of the chances gives an incorrect result- but you are correct in the basic conclusion. However, you in turn need to remember that a monster with multiple such abilities will typically have many if not most of those abilities negated by PC items or buffs granting immunities. This, then, reduces it to the monster having only a few tricks it can use to do real harm- and if that harm can be negated 95% of the time by the player rolling a die, then it is essentially a wasted ability. Not quite negated, but close enough not to matter in a halfway-decent battle plan.

Upper_Krust said:
But your argument is only really a problem if that is the monsters only source of attack - which (at epic levels) almost certainly is not the case.
No, it is not! You completely ignored the core of my argument, which was that if the monster spent an action to use the ability, then the action is wasted. Whether that is the monster's sole means of attack is completely irrelevant- the only relevant fact is that the monster, by using the attack that the PC saved against and thus negated, spent an action which had no effect. And to restate/paraphrase the principle I articulated in that last post, "he who wastes the least actions, wins." It's like making a bad move in a chess match- it may or may not immediately cost you the game, but you'll sure as Hells wish you'd made a different move when the canny opponent takes advantage of your mistake and doesn't make one of his own.

Upper_Krust said:
So what you are saying is that low DCs is a problem for a tiny minority of monsters. But I am trying to look at the bigger picture.
Perhaps, but in whatever thought process you are using to do so, you are ignoring the most important part of the big picture. :) You're the one who appreciates simplicity, so consider it this way: ultimately, nothing matters except that the monster not waste its actions. If it spends an action to use an ability and that ability has no significant effect, then the action was wasted. Therefore, using an ability which has an extremely high chance (like, say, 90% or higher) of not working, is an advance-waste of an action, and not worth doing unless the monster literally has no other option available to it.

Upper_Krust said:
Overlooking the fact that most epic monsters have multiple simultaneous abilities.
Irrelevant. The only case where your fact becomes relevant to the "do not waste actions" rule, is when one or more of those multiple abilities you're talking about are constant abilities rather than activated. Constant abilities do not require actions to use, and therefore do not trip the "do not waste actions" rule. Any other ability, simply because it requires activation, by definition within the game system itself requires an action to use. The type of action doesn't matter as much as the fact that it requires one in the first place. Free actions sort of get around this problem by being an inexhaustible resource, even within a single round, but abilities which are activated as free actions (as opposed to, say, swift or immediate, which are one-per-round only) are few and far between.

Upper_Krust said:
The flipside of your argument is a situation whereby your PCs simply not be able to make their saves. Which encourages the dreaded absolutes of immunities...and of course if everyone is immune to the power it doesn't matter whther the DC is 1 million or not. So it becomes redundant nonetheless.
The immunities come into play anyway in Epic, particularly if you have players with any inclination whatsoever to min/maxing or powergaming. But you are correct; making a situation where the PCs are almost certainly doomed to failure has its own down sides. The question then becomes: if we must choose between nearly-automatic-success and nearly-automatic-failure, which to choose? Or is there somehow a way allowing us to avoid that unpleasant choice?

Upper_Krust said:
My type of gamers! :D

But you shouldn't have to be a power gamer just to survive.
Agreed, but the down side of having a seriously powergamed PC in a party where not every character is so powergamed is that the powergamed PC becomes capable of overshadowing everybody else. A balance must be maintained. Fortunately, my Epic party has gotten around this by evolving in such a manner that the non-powergamed characters have their own niches in the party that none of the real powergame characters can touch- for example, the party Bard (yes, the party has a single-classed Bard at 32nd level) is the negotiator, and the one who always, always, always makes the skill checks for Diplomacy, or Information Gathering, or the like. The power-party members don't dare go shopping without her; even the Sorceress with her +16 to CHA for everybody within 30 feet Epic buff (or whatever the bonus is- I can't remember off the top of my head since everybody's just assumed it's active for most rolls for the last several months of real time) can't come close to touching a +60-odd modifier on Diplomacy checks.

Upper_Krust said:
I have a few ideas on making spells relevant which will surface in the Grimoire. ;)
Nice to know, and kudos for thinking about it- but it doesn't help the rest of us in the near term. :p :lol:

Upper_Krust said:
The original Surtur's DCs were so high they were virtually impossible to save against even for extreme min/maxed PCs of the appropriate level.
Ah yes, I remember now. And now I have to say: "ah, my kind of monster!" :D

Upper_Krust said:
Knowing your players are powergamers though - shouldn't you be upping the ante if they are comfortably dealing with creatures of the normal CR range...?
Now that I mentioned the fact that the party's single-classed Bard is 32nd level, you perhaps have a better idea of exactly what I have been doing- since I really did throw an Orichalcum Guardian at them. It was given a serious disadvantage in being stuck on terrain that largely prevented it from moving, at the time, but even considering that- and even when I tell you the party has 7 PCs in it- compare the CRs here. :) The party used up almost everything they had to bring it down (The party Sorceress, for example, and her Eidolon with her, was left with no spell slots above 0th level at the end of the fight- literally tapped out completely), and almost didn't survive its death throes when they finally did.

I have to say, my highlight during the battle- other than nearly killing all but two PCs with the final Nuke (until the damn psionicist remembered his amulet- curses!), was when the Guardian fired a Plasma Beam at the party tank. He was protected by a Peripety-like effect that just bounced the beam back onto the Guardian, but boy oh boy did the players' faces go white when they saw how many dice I had the die-roller program make! Plus the final damage tally (some 3500-odd- it rolled slightly high), that was classic. :lol:

Upper_Krust said:
I must admit I like a challenge, I'll have to design some new monsters to give your group a test (while not obliterating them through sheer power). ;)
I'll happily consider any such monster you design, but do keep in mind the numbers and situations I've given up above. Party Sorceress goes around constantly with her "Aura of Glory" which grants a high CHA bonus (I'm pretty sure it's higher than +16) to every ally within 30 feet, she also goes around with an Eidolon that's nearly as powerful as she is, and she's even invented an Epic spell using the Ward seed that stops specific nasty effects like Blasphemy (the only one she's actually set it to so far) and then uses the energy to slap the effect's caster with damage. The party tank (the player with the double-major degree) is the one with a Greatsword that's been imbued with, among other things, the ability to use Giant Size on the character 3 times per day- and has piled so many carefully-chosen magic items of various types on himself that his touch AC is in the high 40s. Oh, and I almost forgot to mention, the Sorceress is actually a Mystic Theurge with Druid, too. She has access to 5th-level Divine spells in addition to her extreme Arcane nastiness, if my memory serves.

And there are five other characters in this party, all of them partially min-maxed thanks to the efforts of the above two players- to say nothing of the efforts of the other five players, two of whom are also powergamers to a significant degree (just, not as significant as the primary two). The party ranges in level from 30th (the psionic item-crafter whose amulet saved the party's collective hide from the Nuke) to 33rd (the tank and the Sorceress, after the most recent adventure). And actually I have to grant an XP award for finishing up a major plot arc in the next session, so the lower-level members of the group are likely to be catching up slightly.

Upper_Krust said:
Thanks for the feedback. Much appreciated.
Happy to do it, particularly since you don't have your copy yet! Seriously, that's just wrong, that we got our copies before the author of the freakin' book did!

Upper_Krust said:
I didn't mention them because the Void Dragon doesn't have one and I had no space to fit it in...trust the void not to have any space. :p

Interdimensional is the Nexus cosmic, while Time Folding was the Cometary's Divine.
Fair enough. Thanks for the notes here at least. :) That's probably worth putting into an errata file if you make one, and in any case you should try to make room for it in future Bestiary supplements when you show more such dragons. The up side there is, when you get around to those, Ascension should be complete and even in stores, in print form. So you can then refer to the appropriate powers directly by name, with confidence that people using the Bestiary will know what you're talking about (or at least have an idea where to go to learn). :)

Now, I need to start thinking about what sorts of Adamic and Nehasch- ah, damn, I hate spelling that word, you know what I mean :lol: - Dragons to make for myself.
 
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Hey Pssthpok mate! :)

Pssthpok said:
Be that as it may, I can't think of a reason not to wear a cloak of resistance.

Yes but thats meta-gaming, not gaming. It just smacks of bad design to force people to play a certain way.

Pssthpok said:
It pretty much is the one staple item at almost any level beyond 9th, IMXP.

Exactly for a meta-gaming reason.

Pssthpok said:
So I don't think anyone would complain wearing one because it is essential;

They'll complain when they only get 3 artifacts + cloak of resistance.

Pssthpok said:
it's essential like a magic weapon is essential for fighters,

There are many flavours of magic weapon though. Magic weapons are a staple of fantasy literature and mythology.

Cloaks of resistance are none of those things. They are boring and flavourless.

They are basically a band aid on a flawed DC mechanic.

Pssthpok said:
or like a ring of protection for most everyone.

I don't think they are that essential. An AC difference is not as critical a problem.

Pssthpok said:
Given that, having +1/3 HD (max resistance bonus at any level, assuming a peer makes it) to saves alleviates a lot of the fuss about the save DCs. Epic wards and such take care of the floating chance that the DCs of guys like Surter are unmanageable at their proper CR.

It alleviates some of the fuss if we force players to use such an item at maximum capacity.

Pssthpok said:
I still think that if the save DCs are "too high", then the CR is too low. Changing the math for how save DCs work is too much effort. It'd be tantamount to revising a line on almost every monster in the book to account for one thing, when changing the new monster's CRs would solve the problem with 1/10th the effort.

Could there be a mitigating factor on monster design based on save DCs, something like the Golden Rule? Like, if the creature's saving throw DCs are X points higher than its CR, add .5x to the CR? I dunno... it's early and I was up late. :o

Changing CR just to accomodate DCs is not the answer, certainly not the most economical answer.
 

Hey dante dude! :)

dante58701 said:
Being forced to wear a certain magic item to survive is piss poor DMing and roleplaying. You should be able to survive with the skills you possess. Magic items are not "essential", they are a bonus perk for the lucky few who have them. It's awfully militant to try to force people to use such and such items. I personally would never play with a gaming group that had such insanity occurring. Just like not everyone wants to be a Wizard, not everyone is going to want to use a certain item.

While I actually agree with you on this point, no need to insult peoples play styles. There are no real right or wrongs here, only differences of opinion.

I don't like the idea of forcing cloaks of resistance on a group, but the flip-side of that is the powergamer in me would always use a cloak of resistance in the current incarnation of the game under that DC mechanic...and its this DC mechanic I have issues with, not any individual's play style.

dante58701 said:
That would be essentially like saying the who adventuring community wears and uses the same "cloned" equipment. At this rate we might as well break out the prepackaged characters made by WOTC, I get Lidda, she's HOT!!! :)

I seem to remember Tong-Po (from the movie Kickboxer) had some nice things to say about Mialee. :o

dante58701 said:
Which reminds me...what happens when you cross a Halfling w/a Half-Orc. WOTC should really make a book to cover these things.

I think that'll be their next release after Tarrasqunomicon and Complete Dwarven Defender.
 

Hey there! :)

Pssthpok said:
Well, it's pretty clear that you don't play much; resistance bonuses are essential to play after a certain level. It's not "piss poor"; if you want to underhandedly insult me, make a better effort. Also, until you can prove that 20th-level characters don't need resistance bonuses to save, keep a sock in it.

WarDragon said:
I'll take that a step further; Dante, have you ever even played D&D at all? You seem to have only a very tenuous grasp on the rules, and statements like the one you just made aren't improving that image any.

Okay guys, two wrongs don't make a right you know.
 

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