Boss Monsters are great, I was around when they were first implemented along with scaling CR in zones, which is still my favorite mechanic ever added to this server. One thing I do miss is the Bosses being named, which I thought added some character to these spawns.
I saw the quest for the Gnoll boss outside Candlekeep, even though it's dynamic it was super fun tracking him down and hunting him.
I'd like to suggest a similar mechanic of Bounty Boards, which function the same way as the quest with the added fun of scaling whatever boss it is to the player's level, and maybe with odd spawn zones that are unlikely.
So a level 15 Bounty Hunter can pick up the quest from the board to hunt down a Bandit (Who scales to level 15). This Bandit perhaps can spawn in one of three places, The Sewers, The Old Bandit Caves, or The Bandit Encampment on the Southern road. To spawn him you'd have to use the tracking skill (Because that's a bit underutilized here). Perhaps in place of only scaling them to the players level, also drop in a standard array of extra feats to make these NPCs even beefier and scary, to make it feel like an accomplishment.
I think having more of these dynamic quests that don't feel like you're talking to the same NPC who sends you to the same area to kill the same boss, would really make the tracking aspect more interesting. Give the players 3 areas to check and make them run around to find them. Allowing players to pick their prey could also lend to them designing their own quest. Maybe that Thief held you up on the road, and now you're recruiting some players to help you get back your family sword.
Another way of doing this could be adding dropped quest items as loot, that function similarly to the Bounty Board. Maybe that CR 1 Bandit dropped orders from his boss, which triggers your ability to track him down to the new locations. I think it would create a more lively feeling world, since it'd feel like these creatures/NPCs move about and don't just sit in their designated zones as often.
Scaling Dynamic Quest Bosses
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- PaulImposteur
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Scaling Dynamic Quest Bosses
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chad878262
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Re: Scaling Dynamic Quest Bosses
I agree 100%, so I am going to give some feedback on your ideas and a couple of my own! I am super psyched by the potential of your idea which I would have never thought of in a million years, but am really excited that it could be something which our talented developers, area builders and scripters could totally accomplish.PaulImposteur wrote: ↑Wed May 20, 2020 12:47 pm Boss Monsters are great, I was around when they were first implemented along with scaling CR in zones, which is still my favorite mechanic ever added to this server. One thing I do miss is the Bosses being named, which I thought added some character to these spawns.
There could even be multiple ways for a Mercenary/Bounty Hunter PC to acquire these quests. Guilds could even be involved (with their permission of course). Bladestone Foundation NPC gives a Bounty for some Goblins that have been upsetting the balance around the Lion's Way and PC/Party has to search the area, maybe even go North to Cloakwood or South to the map North of Beregost and seek out the band of Goblins. Nashkel has had an issue with 'yapping demons' stealing from their citizens, slaughtered livestock, etc. PC/Party has to search for the Kobold culprits. Would be cool if, as you said the boss/group the party is looking for can spawn on different maps and/or different locations.PaulImposteur wrote: ↑Wed May 20, 2020 12:47 pm I saw the quest for the Gnoll boss outside Candlekeep, even though it's dynamic it was super fun tracking him down and hunting him.
I'd like to suggest a similar mechanic of Bounty Boards, which function the same way as the quest with the added fun of scaling whatever boss it is to the player's level, and maybe with odd spawn zones that are unlikely.
Agree Survival is under utilized, but would also say that it isn't the only skill that could be used. Different 'bounties' could require different skills. Lore-Nature (or any of the Lore skills, depending), Search/Spot/Listen, Pickpocket (to lift a requested item off a target without their knowledge). You could also have certain spells be utilized in helping to 'solve' a given quest. Point being instead of just requiring someone to find a Barbarian/Druid/Ranger to help them locate, quests could theoretically have several branches and require multiple skills/abilities which would encourage players to form a party of roughly equivalent levels, since it would be unlikely they have all the skills/abilities needed to reach the end.PaulImposteur wrote: ↑Wed May 20, 2020 12:47 pm So a level 15 Bounty Hunter can pick up the quest from the board to hunt down a Bandit (Who scales to level 15). This Bandit perhaps can spawn in one of three places, The Sewers, The Old Bandit Caves, or The Bandit Encampment on the Southern road. To spawn him you'd have to use the tracking skill (Because that's a bit underutilized here). Perhaps in place of only scaling them to the players level, also drop in a standard array of extra feats to make these NPCs even beefier and scary, to make it feel like an accomplishment.
A good mix of 'bounties' that can be solved solo and those which are more complex and encourage a party would be good.
The cool thing is that quests such as these could (theoretically) be created and added in one or a few at a time and expanded upon. In fact, while waiting for the server split to get new areas this would be a huge boon! Especially since once you reach mid levels you really lose out on having new, interesting places to visit and kind of start having to go to the same few area's any time you want to adventure. I for one would definitely spend a ton of time seeking out 'bounties' across the various area's of the server rather than go run the Wytch Caves, Minotaurs, Gnolls, Trolls, Orcs, Goblins again.PaulImposteur wrote: ↑Wed May 20, 2020 12:47 pm I think having more of these dynamic quests that don't feel like you're talking to the same NPC who sends you to the same area to kill the same boss, would really make the tracking aspect more interesting. Give the players 3 areas to check and make them run around to find them. Allowing players to pick their prey could also lend to them designing their own quest. Maybe that Thief held you up on the road, and now you're recruiting some players to help you get back your family sword.
Basically yes, yes all the YES!!! to your whole post Paul. Great idea, make it so!!!PaulImposteur wrote: ↑Wed May 20, 2020 12:47 pm Another way of doing this could be adding dropped quest items as loot, that function similarly to the Bounty Board. Maybe that CR 1 Bandit dropped orders from his boss, which triggers your ability to track him down to the new locations. I think it would create a more lively feeling world, since it'd feel like these creatures/NPCs move about and don't just sit in their designated zones as often.
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c2k
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Re: Scaling Dynamic Quest Bosses
A suggestion though: considering this boss will likely spawn in a lower level area, it needs to its name a different color than anything else on the server so some lowbie doesn't get immediately one shot by something meant for Epic levels. 
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chad878262
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Re: Scaling Dynamic Quest Bosses
There would need to be a (somewhat nearby) trigger so that the boss only spawns when the PC that acquired the quest is in the area so as to avoid a dynamic boss for a level 20 PC spawning in front of a level 10 PC or whatever.
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE
Tarent's Wands and Elixirs
A Wand Crafter's guide to using wands
Tarent's Wands and Elixirs
A Wand Crafter's guide to using wands
- PaulImposteur
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Re: Scaling Dynamic Quest Bosses
I know this is a really old post to Necro but, wanted to see if the idea could be re-visited. This little bit of extra content I think would add a lot of fun to this server.
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Hurricane (Dumb Barbarian)
Jordan Steelsplitter (Shady Dwelf)
Xiao Jun (Uninformed Shou Tourist)
Roleeda Ganzfried (Insecure Hin Warlock)
Hurricane (Dumb Barbarian)
Jordan Steelsplitter (Shady Dwelf)
Xiao Jun (Uninformed Shou Tourist)
Roleeda Ganzfried (Insecure Hin Warlock)