Perhaps this is a consequence of my altoholism weighing me down, or my inability to tolerate prolonged periods of mindless grinding... but +4 equipment is not as common to me as some people make it seem. In about a year of active play over the past two years, I've accumulated enough +4 equipment (none of which would be considered tradeworthy in today's economy) to maybe outfit two characters. Said characters would
only have +4 Armor (and most likely have to forgo mithral armor, which I've never owned with more than a +2 Armor or some similarly trivial effects) +4 Deflection, and +4 EB, since I've never obtained any items with +4 ability scores, +4 Natural, or +4 Shield; for the rest of their items, I'd have to settle for more abundant +2 ability score (or single-slot +3s) and +3 Natural/Shield items.
I have over
ten times that many characters. I have, at this moment, characters
in active play who settle for items as mundane as a +1 Move Silently ring because they can't find anything more powerful and/or relevant to their build. Characters with feats as utterly useless as the entire Fiendish Heritage tree. (... Well, not until epics.) Mercifully, the active ones are Shifters and/or dragged around by characters with builds far superior to their own, so it's not too much of an impediment... but I am definitely of the opinion that adjusting NPC stats to compensate for power creep is a mistake.
I also believe that some NPC types are blatantly overtuned and/or abused by area designers. Rhifox and Hoihe's examples of bosses being immune to everything aren't a bad example, but there's also the tendency to spawn large quantities of spellcasting mobs, and then arm those mobs primarily with offensive spells. For instance:
- Every fourth mob in the gnoll caves is an occultist with a Scorching Ray (subject to SR or obscene touch AC), Lightning Bolt (subject to SR or Evasion), and one or both of [Lesser Orb of Acid, Lesser Orb of Electricity] (subject only to obscene touch AC). Asking your warder (if any) to prepare elemental wards is futile, since the spawn frequency of occultists is high enough that the wards will be depleted far more rapidly than they can be reasonably replenished. Energy Immunity is an exception, but does not become readily available to even a dedicated caster until they've outleveled the gnolls.
- The hobgoblins in the High Moors similarly have a variety of spells with an alarming spawn frequency. Offhand, I can remember (Greater?) Shout, (Greater?) Fireburst, and multiple orb spells, but there may be more.
- It feels like one out of three bandits in the ruins in the High Moors is a mage with a Death Armor, a Flame Arrow, a Vitriolic Sphere, a Create Undead, a Magic Missile, a Cone of Cold, and at least one Orb of Force. Just one of them would be enough to kill a level-appropriate rogue (case in point, they nearly did), and on several occasions yesterday, Dae and Ishi found themselves having to take two at a time with nearly catastrophic consequences.
This, in itself, wouldn't be a problem. They're a nice challenge and all that, and dueling a player mage would probably go roughly the same way. (Ilhara
did recently stomp over two intruding elves with Quickened Daggerbolts, after all. She should've gotten XP, they each had a few levels on her!

) The thing is, this extra challenge only seems to serve as a penalty to builds that can't instantly kill mobs like that
anyway. You don't get any extra reward for it, and it happens way too frequently to be considered a (mini-?)boss encounter.
Furthermore, there's an inherent imbalance between what a player mage can do and what an NPC mage can do. Yes, NPC mages typically have a fraction of the spell slots available to player mages, but they have much higher innate HP/AC, and they have the benefit of numbers. A Sword Coast Bandit Mage or whatever it was called will probably not have to conserve spells for a second encounter, and may
still have enough firepower to kill a PC if left unchecked. An arcane PC, on the other hand, might as well not prepare offensive spells at all, because the only spells that'll last through to the next rest zone are usually going to be long-term buffs. The amount of spell slots you'll be able to spare for offense is so minuscule compared to the amount of reasons you'll need to use those spells, that you might as well accept that you won't be able to blow up anything except the bosses that most of your spells can't touch. (This is particularly bad in DM events. If
every encounter deserves a fireball, but there are more encounters than fireballs,
no encounters deserve fireballs... and let's be realistic, one fireball would barely be noticed by the encroaching horde of 600-HP monsters in the first place. Ilhara rarely used her spell slots against the yuan-ti
casters on Sunday, and never used more than an Invisible Dagger against the other mobs.)
DM Boo wrote: ↑Tue Aug 31, 2021 1:50 am
Can I just put out here that it is really hard to create a good boss during a DM event, particularly when we are talking 25+'s. Every time I've done one, I've always felt unsatisfied with the results. Usually they die in 3 seconds, despite unbelievably high stats, at the hands of a few characters, while the vast majority of the other characters feel they aren't contributing much because they can do little against the high stats. That was my experience as well playerside, with a reasonably tanky character. It's an incredibly difficult encounter to get right. I'd like to hear people's thoughts about how we can better balance bosses, particularly in DM events, so the experience comes off as much better for those involved.
To some extent, I think it's out of your hands. The power gap between optimized and unoptimized builds is not something a DM can control, and detecting the party's power level becomes increasingly complicated as the amount of PCs rises. The DM's best boss-making tools - complexity and intelligence - are negated by a mixture of factors:
- Engine/toolkit limitations prevent you from selectively restricting the attacks that might work against the boss, or coming up with tricks for the boss to use against the party.
- This is a realtime environment, so the DM's bandwidth for applying and demonstrating a given set of mechanical quirks is limited. The players are equally limited, as they may not notice or be able to fully process the clues before it's too late.
- One of the first things we are told as DMs is "don't possess the NPCs in a battle (if at all)." The NWN2 AI being braindead on a good day, this makes your bosses even more dependent on raw stats.
- Most players expect to fight the boss. I've never seen people avoid a boss encounter (or any encounter!) for fear that they might get steamrolled... except maybe if the DM very actively telegraphed how screwed they would be, or outright forbade the attempt.
- Mob/boss design throughout the server makes it difficult to distinguish between mundane DM overbuffing and plot-relevant details such as "this guy is only immune to effect XYZ because he warded, you need to dispel him first".
It's part of why I enjoyed Frin's campaign so much last year. I was free to vary my encounters considerably, featuring such things as intelligent spellcasters, the use of the third dimension in combat, hostage-taking, the use of diversions, distractions, and gambits more complex than "group A kicks ass here to distract from group B kicking ass there", and the possibility of royally screwing things up. (Which Frin didn't.
Usually. 
)