"Scripted Combat Actions"

Morrus

Well, that was fun
Staff member
I wanted to pick up on something Ryan Dancey said in another thread.

RyanD said:
Another area that I think the game could stand improvement is in scripted combat. One big issue is that players already know most of the ins and outs of their PCs, but most DMs are playing most higher level monsters for the first time. That puts the players in an information advantage. "Scripted" combat actions for monsters that fully exploit their powers to maximum effect would relieve some of this burden. I think there's even room for "Core Book V: Fighting the Monsters" a DM's guide to monstrous tactical combat.

Now, does anyone else have this problem when running a game? I most certainly do. In fact, just tonight one of my party faced an opponent 3 levels higher and completely trounced her. That, frankly, was due to the reasons given above.

I recognise, of course, that many DMs will be far better than I am at this sort of thing. But I also assume that there are many DMs with the same "weakness" as I have - namely an inability to master brand new NPCs or monsters in a very short period of time to the degree that a player can. The player in question has a 17th level paladin - and has had two years(!) to master every facet of the character, make choices, optimise him, practise many different "combos", techniques and tactics. I, on the other hand, had to master a new 20th level fighter in very short order.

Of course, I have the problem with high level monsters, too. Expecially outsiders with a large slew of abilities. And don't even start talking about high level spellcasters! Players have access to a slew of books containing spells, PrCs, feats and so forth (and I'm just talking about WotC's books here). They need to master a small selection of that - the bit which applies to their character. I need to master the whole damn lot at some point or other!

One solution, naturally, is to cut down on the number of books used. Using just the three core rulebooks would help alleviate the problem for me. Even so, I'd still find it difficult, I think.

I need D&D to be easier. Not less complex. Not with less options. But easier. And that ease, I believe, can be provided with "advice based" entries for each monster. Still doesn't help with NPCs, but perhaps a selection of "spellcaster templates" each of which deals with a different "style" of spellcaster (the blaster, the necromancer) and the strategies and combinations available.
 

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It's happened to the best of us. We pick out this really nasty critter who is going to show the PCs who's boss. The encounter comes, and the creature is killed without any problem. Then you look down and notice that one ability, a spell like ability, maybe some DR or SR you overlooked, or a slew of other possibilities that would have completely turned things around. Then you sigh, swearing you'll never make that mistake, then make it again next session. Ah, I know it too well.

I have taken to writing up my own play by play for many encounters. Especially for caster NPCs. I'll circle spells, feats, and abilities that I want to cast in the encounter, and write down ways to start off combats. It really helps me get the most bang for my buck with rarely used monsters, and I love to use monsters that havn't been seen much use. Oh, and I like to write up my own monsters for certain encounters, but that's a whole other problem in itself!
 


You want easy? Just get somebody else to play the monsters. Let them stat out and equip them with your approval and then just remain silent until initiative is rolled.
 

Use 'Boss Monsters' (just like in Mario) andmake sure you write down the tactics your Boss monsters are going to use in detail.
You can still throw mooks at the PCs who they may or not trounce but your Boss Monster, your lovingly created near NPC Boss Monster he's gonna hand them their bahootey

of course if he doesn't then don't sweat it it just shows that you lack focus young one and will never become a true Master
 

Tonguez said:
Use 'Boss Monsters' (just like in Mario) andmake sure you write down the tactics your Boss monsters are going to use in detail.
You can still throw mooks at the PCs who they may or not trounce but your Boss Monster, your lovingly created near NPC Boss Monster he's gonna hand them their bahootey

of course if he doesn't then don't sweat it it just shows that you lack focus young one and will never become a true Master


That reminds me, I want to play Mario d20.
 

I tend to have this problem mainly with monsters/NPCs with lots of spells or spell-like abilities.

I can't tell you the number of times I've been looking over the spells something could cast after the combat was over and I slap myself on the forehead because I missed something that would have totally changed the encounter.

So, I always try and go over any opponents abilities prior to the session (earlier that day, usually) and jot down notes on any spells/abilities/feats I want to be sure to use as well as tactics in general.

As to RD's suggestion for a book...I'm not entirely convinced. The write-ups of this kind in the 3.5 MM I've found to be of limited use. There are so many possible variables and combinations for encounters in 3.x that the book would either have to be very long and exhaustive (and exhausting) or too short to really be of use.

IMO, of course.
 
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You know you missed something when none of the party members even bother to heal after the encounter.

This happens to me all the time. Maybe some kind of scripts could be made.

Say a mid level sorcerer has the choice of 3 attack scripts
A. Sleep, Fireball, Darkness
B. Hold Person, Magic Missle, Flaming Sphere
C. Invisiblility, Fly, Lightning Bolt

These also could be expanded with (If attack fails script) or the ever popular (when things go wrong script)

A Random BBEG's statblock could say Attack Script B somewhere in it .

A book/pdf could be made to have several scripts per class that you could just lookup while creating the senario.
 

A script goes out the window after the first round of combat. PCs are too unpredictable to make it work very well. I'm not saying I wouldn't want a product that made running high-level monsters easier, but I don't know if scripts are the way to go...
 

I know I can have trouble running monsters I am unfamiliar with, sometimes not even high level ones. I seem to always forget some special ability during the fight, only remembering it after the fact. I try to prep for what are supposed to be the more memorable encounters and that seems to help.

Just recently there was someone that posted tactics for a couple of monsters. I can't remember the thread or enough in it to even search for it, maybe someone else will. But the person wrote up what strong points of a couple of critters were and how to affectively use them. It was a great write up and I readily would have purchased a whole book or PDF with similar write-ups.
 

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