SKR's problem with certain high level encounters

While the discussion over CR is interesting in itself, I think it misses the point of the rant. SKR was not arguing that the problem with the Effigy was that we could not easily assign a CR rating to it, or that the CR rating assigned to it was wrong. In essence, I heard SKR have two things to say in the rant, albiet not quite as clearly as is usual for him.

1) The design team at WotC - particularly with regards to the MMII - is not making great decisions with making high level monsters. Either they are making monsters which seem to break thier own rules to a certain extent (like giving DR to an incorporeal creature), or more importantly they are relying too heavily on 'gosh wow' and taking away character abilities (generally regarded as poor design practice) when designing monsters. He was picking on the Effigy, but the problem is more widespread. In fact, the problem is not just a problem of WotC. IMO, no one is designing really good high level monsters. Maybe this is a limitation of D20, maybe this is a relative lack of experience with high level D20 by the better minds in the business, I don't know. But its not being done. People all over the thread are commenting on limitations and bad choices in design that result in a majority of characters having limited contributions to the action. I think we could take it further. Once we get up to the epic levels, 99% of the monsters are designed to be defeated by one of two character types: high damage output 'fighters' (usually fighter but occassionally barbarians, psionic warriors, and even the occasional buffed wildshaping druid) or instant kill arcane spell casters (wizards and sorcerers). The problem isn't as bad as it was in 1st edition, but it is still there.

Part of this problem could be solved by making a concerted effort to design monsters that make the other classes (Bards, Rogues, Monks, etc.) shine by choosing a subset of abilities that did not negate some classes strengths. For instance, if we choose a 'ambushing monster' to play up the rogues strengths, we should avoiding making all of them immune to criticals to negate this. Instead, maybe we should have them provoke reflex saves, and maybe even will saves or be slowed/staggered so as to mitigate the party tanks special abilities. Maybe we create a monster that ONLY takes damage on a critical. Suddenly, the rouge's keen rapier is the parties best (but not only) bet. Not every high level undead needs turn resistance. Some of them might be allowed to be 'easy' challenges for parties with clerics, and maybe we have something with a touch attack that provokes hindering (but not devasting saves) so that the Monk in the party can shine.

But that is only part of the problem. The other problem is the escallation of violence that D&D has always experienced. The problem can be simply stated, "The higher level the combatants, on average the shorter the combat." AND THAT TO ME IS THE BIGGEST PROBLEM WITH THE SYSTEM. Because, it is exactly the opposite of what we want. We want, the more 'epic' (a synonym for cool) our characters become for the challenges to become more intence, more interesting, and 'better stories' both to experience and to tell. I find that doesn't happen, which brings us to what I percieved as the second point.

2) After some point, high level challenges are less fun for everyone involved.

I should qualify that by saying that there has always been a subclass of power gamer in D&D that enjoys defeating powerful foes easily, and the more easily that they defeat them and the more powerful the foe the more that they enjoy the game. So, there are probably some parties out there having a good time defeating Tiamat before she even gets an action, and rinse/repeat for every monster in the game. More power to them. They are important customers.

But they ain't everybody, and the converse to the above is that when Tiamat does get an action, probably someone in the party dies before they can get their action.

Imagine I'm running a campaign when the players are only 1st level, and I want to have a series of interesting combats punctuating the story I want to tell (just like any good action movie or adventure novel). At first level I might design an encounter in which the party faced a series of kobold combat teams carefully parcelled in waves so as to not overwhelm the party. I can assume that each player can kill a Kobold on average every 3 rounds (some less often some more), and that Kobolds won't seriously threaten anyone in the party in any given round without extraordinary luck provided I design them right (for instance avoiding for now x3 critical weapons). I can then 'story board' a fight with tence 'scenes' and expect to get to every scene (on average). I can expect to keep the players attention, and I can expect that they will imagine the encounter, play it in there head, and maybe even 'rewind' and reminense. I can keep doing this without a problem through probably the first 4 levels with no problem, simply by slowly incrimenting the challenge - goblins, hobgoblins, orcs, gnolls, ogres. BUT, eventually, this is going to stop working. Eventually, I'm going to get to the point that players can do so much damage that monsters die before I get a chance to fully 'display' them. For example, barring extraordinary 'scripting', I think it highly unlikely that an Androsphinx will EVER roar three times in a single combat with a party of 9th level characters. It might as well not even have the huge and interesting list of powers it has, because against the average tricked out 9th level party, its toast in 1.5 rounds. The only way around this is to completely buff the monster up before the players get there, which relies on the silliness of all tough monsters are always maximally ready for combat. No matter how well I script this, it is going to get trite.

So in order to get to 'display' the monster you have to rely on increasingly flashy abilities, and as those progress the ability of the monster to challenge the existance of any given monster on any given round increases to the point that the combat becomes 'who goes first'. Since typically I roll one initiative for the monster(s) and one initiative for each PC - it is the PC's.

One particularly bad example of this I experienced as a player (even at a fairly low level) occured against a T-Rex, when the combat degenerated into 'who the DM selects to bite will die' but the T-Rex will definately get beat down before he can eat all of us. T-Rex went down in like 3.5 rounds. Three player deaths occured. Bad DMing? DM inexperience? Yes and yes, but that wasn't the basic problem. The basic problem was kill or be killed. And from the opposite direction, feats like Multishot and classes like frenzied beserker and other 'cewlness' only contribute to the problem.
 

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Celebrim said:


One particularly bad example of this I experienced as a player (even at a fairly low level) occured against a T-Rex, when the combat degenerated into 'who the DM selects to bite will die' but the T-Rex will definately get beat down before he can eat all of us. T-Rex went down in like 3.5 rounds. Three player deaths occured. Bad DMing? DM inexperience? Yes and yes, but that wasn't the basic problem. The basic problem was kill or be killed. And from the opposite direction, feats like Multishot and classes like frenzied beserker and other 'cewlness' only contribute to the problem.

This example is the most salient point of all regarding high-level play. With the options available to the PCs and monsters, it will always be a kill or be killed, save or *radio edit* situation. Either challenges outstrip capabilities, or capabilities outstrip challenges. This is not just a case of limited imagination....you give me a challenge, I give you Wail of the Banshee, oh, you have a High SR, guess i'm screwed now. There are more, don't make me whip 'em out. :)
 

less maths more play

I like the idea of having epic progression. It means a character can go on and grow instead of just stopping in its tracks while hitting 20th level. But I'm getting the impression that people are looking at epic characters from a mathematical standpoint: calculate EL's and CR's and you should have an encounter to chalenge your epic character. The idea that some or other creature/encounter negates the players capabilities is in my view the driving force behind player tatics and strategies. If players get too comfortable with their epic abilities, they'll be very badly suprised when somthing simple occurs to them. Example: Imagine a band of players that have just returned from their last dungeon, loaded with loot. The vilage they started from is happy at their return and wants to feast. There even is a gypsy fair in town. People from the village and the fair run up to great our hero's. Close up to the sorcerer who's not feeling to good. A magic thief has stolen his powers (idea taken from the Realms of Magic collection of short stories) and lo and behold, though they've been in a tight spot before, they go to the gypsy camp since a witness spotted the thief there. And believe it or not: they run into my nice trap with their eyes wide open: the gypsies talk them into taken a meal with them, they never ask a question and find themselves drugged! Some days later they wake up butt-nacked in a closed wagon thats moving. The rest of the session was realy great, they had to do some serious lateral thinking !! What I mean with this example is: you can chalenge epic characters and it is not only in the numbers. Imagine a 22nd level party that stumbles into a kobold stronghold with thousands of kobolds storming at them... That would at least stretch the party resources to the limit would it not ...
 

Let me preface my remarks by saying that I absolutely love high level D&D, and especially epic level D&D! I have been playing D&D for roughly 15 years with the same group of friends, but we couldnt play our post 20th level characters until the 3rd edition epic book was released. Now that it is out, we can finally play our favorite characters again. Thank you WOTC for publishing the Epic Level Handbook!

High level D&D does have its problems though, and the CR system is one of the main culprits. I feel that the CR assigned to each creature seems to be related to the relative strength of a 4 man party, and said party is assumed to be created from the rules expressed in the PHB, DMG, and perhaps the epic level book if you are using epic level monsters. The problem with this is that most people dont stick to just those three books. They use many, if not all of the class related books, and also the campaign related books. With all the different feats, items, prestige classes and special abilities from these books, it makes it extremely difficult to fit a CR to a certain group of characters. A CR of 15 may fit nicely to 4 characters created using the PHB, but when you put the same CR 15 creature against characters made using all the WOTC books, those characters will be significantly tougher than standard PHB characters, and will easily defeat a CR 15 monster. To be more specific, here is an example of what I am talking about:

Virtually all the monsters in the epic level book, and a good portion of high level monsters in the other books, have spell resistance. Upon first examination, these creatures seem to have a good chance to stop many of the spells cast at them. If you played a straight-up high level wizard; for example a 25th level wizard, and only used the rules from the PHB, DMG and epic level book, then it seems reasonable that a given creature of 25 CR might be able to stop the spells of a 25th level wizard. But, as I said earlier, very few people only stick to these few books. Many arcane spellcasters will have several levels of classes, from various books, to help them defeat spell resistance, or will take feats from various books to help them beat spell resistance.

A character in my gaming group is a 25th level arcane spellcaster. He has several levels of the Archmage prestige class, and even more levels of Red Wizard of Thay prestige class. The SR of a 25 CR creature is a joke to him. In fact, he can beat the SR of every creature in the epic level book that is below a CR of 31! The writers of the epic level book simply could not account for all the ways of making a character super-powerful, and so the CRs of creatures do not fit with the actual power of the party.

The above paragraph is just one example of how a player can use rules from the various books to make his character much more powerful than his actual level would lead you to believe. There are lots of other examples that allow you accomplish the same imbalance.

When four 18th level fighters take on a tarrasque, should the tarrasque be the same CR to them as say a group of four 18th level wizards? Or how about a group of four 18th level arcane spellcasters who have taken levels of archmage, dragon disciple, and Witch of Rashemen (to name a few.) Even though all characters use the same experience point table, not all characters are created equal. Some classes are more powerful than others, and it throws off the CR scale in the DMG (and epic level book.)

There should be some way to scale the CR of a creature relative to the actual power of a party, not the average level of the party. If your party is mostly composed of melee characters, then fighting a monster with a super-high AC should be worth more than fighting a monster with a pathetic AC. If your party is heavy on spellcasting, then fighting a creature with an extremely high SR should be worth more than fighting a creature without SR, or has a low SR. Of course, this really complicates matters, because there are many ways of defeating creatures, and you would have to create a scale or system to measure the power of your party. It would be a mess. You would have to figure out each creature's weaknesses and strengths relative to the weaknesses and strengths of your party. I dont claim to have the answer, but I would certainly like to see a change. Some type of system for scaling the CR of a creature to the actual power of the party would be a welcome addition to 3rd edition D&D.
 

d20Dwarf said:
This example is the most salient point of all regarding high-level play. With the options available to the PCs and monsters, it will always be a kill or be killed, save or *radio edit* situation.

On the one hand I agree with you; it seems like the higher level you get, when ALL the guns are big guns, it just comes down to who has the fastest gun.

But I am not sure this problem doesn't exist at low levels, too. Your standard orc with a great-axe stands a pretty good chance of killing one 1st level character per swing.

And his adept buddy in the back, the one ready with the Sleep spell...


Wulf
 

Fun, Fun!

Just some quick comments on my methods of gaming in relation to this topic:

I don't need a system for everything. I think I read Clark Peterson somewhere saying that that was a problem with 3E, or something he liked better about 2E. I'm not necessarily in that boat, because I'm generally impressed with the amount and quality of work that obviously went into 3E. What is strange to me is how abstract some things can be (like attacks of opportunity or lack of facing in combat – that is, you have to have an ally on the opposite side threatening an opponent to get a flanking bonus), while other things are much more concrete (grappling or trip attacks).

I use CRs as guides, and they work mostly. Then again, I've seen a 10th-level character at ful hit points go down in one blow from a lone CR 12 creature.

My opinion of high-level play is mixed. I like epic scale, but it's darned hard to keep everything balanced and under control, especially with so many options available.

A major factor in my mind is keeping the players challenged without making it the same old stuff. What I mean is, if characters constantly face challenges that are only suited to their levels, it gets boring really quickly. "We're 25th-level and no matter what we face, it still takes us five rounds to kill it." This is bad. Powerful PCs should be given the chance to feel utterly legendary, not consistently face monsters that should have taken over the world long ago given their power levels and despite the Mordenkainens of the universe.

I just created an adventure for 10th-level heroes that uses 2nd-level opponents as the majority of the challenges. The PCs can't use some of their more devastating attacks (fireball) due to space restrictions and close combat. The mobs of 2nd-level guys were easy to defeat, but slowly pecked away at the PC's resources. Still, the players had a blast mopping up the floor with these villains and feeling like real champs. Of course, the villainous leaders weren't so easy. It's good and fun design if every encounter isn't tough, but challenges the heroes in differing ways and makes them feel as powerful as they are sometimes.

As an aside, referring to Mr. Dancey's comments earlier, I fudge results behind the screen at various times during the game both for and against the PCs, but only if it makes the game more dramatic and more fun. I think if one asked around, one would find that most "good" DMs do this, crafting a scenario that their players enjoy more because there's thought behind everything on the part of the adjudicator.

This game is about fun. That’s the most important thing. Are you having fun?

:D
 

Re: less maths more play

drakhe said:
...you can chalenge epic characters and it is not only in the numbers. Imagine a 22nd level party that stumbles into a kobold stronghold with thousands of kobolds storming at them... That would at least stretch the party resources to the limit would it not

And for this, I have a simple idea. Flanking can and should be used to allow low-level critters a better chance of putting the hurt on higher level PCs.

For each other creature that flanks a creature, a flanking creature gets a +2 to hit. So if four critters flank a PC, they all get +6 to hit. You could escalate if necessary; for more than two flankers, you get the number of other flankers squared. Then four creatures flanking all get +9 to attack. That way, the kobolds actually have a remote chance of hitting and/or confirming criticals.

Flanking and superior numbers is the tactic of the weak against the strong, but it not viable in 3E. Who cares if the PCs get a +9 vs. a kobold grunt? But the other way, it matters. A 10th level dwarf fighter with average equipment for his level and power attack, cleave, great cleave, etc. should not be able to wade through 50 orcs all by his lonesome, but the game supports this. How can characters of medium to high level be made to fear getting caught in a mass combat? Either with the rules, or with mods? No, grappling/disarm/trip is not the answer. Useful as a surprise tactic, but not enough to bring him down.

-Fletch!
 

Two more points to add to this discussion:

1. When all things are equal, the person who goes first wins. Initiative really is the most important factor in almost any combat. I think that is my biggest complaint about 3rd edition D&D, but that is also an extremely complicated discussion, and doesnt belong on this thread. I would like to see creatures with a high intiative modifer be worth more towards the total CR calculation than a creature with a low initiative.

2. Adding levels of a class increases the CR by the number of levels you give the creature, but it should not work this way. Once again, not all classes are created equal. Adding 3 levels of fighter to a an orc helps the orc quite a bit, but adding 3 levels of bard is a waste of time. The scale for adjusting CR when you add class levels to a monster is FAR TOO simplistic.
 

(insulting post deleted upon second consideration--I wasn't adding any more to the forum than the "sterling gentleman" I was criticizing)
 
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JadeLyon said:

In the end, the only way I can challenge my higher level PCs is with NPCs. Monsters.... well, they just aren't fun. These guys can play video games if they want to hack-n-slash with monsters all day. So, mostly I don't care about how the monsters stack up.

Its when the plot can really benefit from a really cool, really difficult monster that I get frustrated. PCs inevitably end up hacking and slashing it, because I try to make sure to get a creature that won't die in a round. And that IS BORING.

This past weekend, my players had a long, drawn-out fight with a single major combatant.

They fought a shadowdancer, at night, in an unlit warehouse.

The shadowdancer sicked his shadow companion on the party spellsword (an elf, so he could at least see SOMETHING), and jumped the fighter (a human).

Needless to say, the party had a SEVERE problem on their hands. The shadowdancer was using hit-and-run tactics, darting out of the shadows and striking, then vanishing before they could mount an effective defense. If he had stayed in one spot and fought it out, he would have gotten squished in the first round.

The point is that, at high levels your standard adventuring party can deal out truly horrendous amounts of damage. Provided they can focus their power.

You don't have to throw them up against foes that are immune to all of their attacks, or jack up their hp's to give them survivability. Just play the bad guys intelligently.

Have the baddies use every advantage they can get. Have them lead with a barrage of tanglefoot bags. Throw some webs around. Use darkness. Silence spells are wonderful, as are walls of force. Break the party up, make them counter the foes tactics, rather than lay the smack down on the foes during the first round of combat.

Sure, a high level party will be able to cope with these challenges, but it disrupts their assault, and makes it much more difficult for them to pile the hurting on the enemy, thus prolonging the combat, and making things much more exciting, because they won't know what's coming next.

Additionally, allow foes to pull back and re-group. Give them access to healing magic on the order of what the party has.

A single foe against the entire party is probably going to get annihilated in short order. The trick is to make sure that it's not going up against the entire party all at once.
 

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