I like Chambordini's idea... So long as the mobs are equal in number, putting them in groups allows for a decent challenge and encourages parties, plus is more in line with design of PnP.
It's easy to argue you just set up for casters to throw AoE / DoT spells, but how is that different then today? Not exactly difficult to round up all mobs in an area and do the same thing. My opinion is the design should cater to those who WANT to play the right way. True grinders are going to grind in the most efficient manner they can find no matter what.
For those who like the idea of having a scout, coming up with strategies for a big battle, taking risks (but mitigating them with strategy) and in general playing as if they are sitting around a table rolling dice this could be a LOT of fun!
Not without issues, which I think Chambo did a good job calling out. Definitely would require some staff augmentation in the Area Builders group to at minimum make slight adjustments to area's such as where groups spawn, where treasure is located, where traps might spawn, etc. and hopefully even changing up the dungeon area's themselves now and again. Would keep things fresh and new, giving a very big reason for players to always be out exploring.
I have long wished there was a way to rotate out dungeons, for example:
Minotaur maze is cleared, they're all dead or moved on to avoid the slaughter, however, a sink hole has opened up not far from there and is overrun with all manner of Umberhulks whose tunnels likely caused the issue.
So in this scenario, the Mino Maze entrance is closed off and area is archived for the time being, new area for the sink hole is opened allowing for different enemies, dungeon design and treasures. Minotaur Maze can always be rotated back in later with a few tweaks to make it different (and make players have to learn a different path, maybe!) but this keeps things fresh!
So...um...anyone out there with area builder experience want to ping Lisa and sign up?
