This thread will just continue to go in circles unless we spit-ball more ideas on how to make things better, or expand upon YYA's suggestion, rather than continue to rattle off a litany of gripes(regardless if they're legitimate ones).
Hoihe wrote: ↑Thu Sep 02, 2021 10:07 am
NPC spellcasters on the other hand combine the endurance of a low-Cl gish (300+ HP, high enough AB to hit in melee for 30 damage a hit, DR) with the lethality of a pure caster.
If they had one of the following:
A) Less HP & DR
B) Had Imp invis/Displacement/Jaunt removed. Potentially elemental shield too.
C) Had kill/lose/autohit spells removed in favour of save or damage or touch AC spells
it'd already improve player experience.
Of those three, I would lean towards A and C... the problem with the latter being that if the character has high SR or immunities, the NPC's might not cast anything at all.
Calen wrote: ↑Wed Sep 01, 2021 9:16 pm
There is no cleverness in the design of the mobs or variety in having different type of casters with different spell books.
This seems to be the consensus, so what ideas can we come up with to make things less predictable? (keeping in mind the biases/limitations of the AI)
I posted this earlier:
Snarfy wrote: ↑Tue Aug 31, 2021 1:37 pm
... rather than randomized spell books, there would probably need to be a few alternate preset types of variants created. For example, in the case of the goblin crusaders north of Beregost, they could be split off into goblin invokers, enchanters, shamans, novices, and so on.
This would lessen the frequency of encountering these types:
Calen wrote: ↑Wed Sep 01, 2021 9:16 pm
- The dispeller aka moneysink.
- Death spell spammers aka steadfast or die
I don't know how time consuming it might be to create, let's say... even three variations of caster types? Heck, apply them globally, scale to appropriate CR, and see how it goes.
- 'Da boss'
The bosses could even be fiddled with. For example, why don't the frost giants ever elect a barbarian/FB/whatever as their king? Even the addition of two other "types" of FGK would throw a curve ball at our metaknowledge of what to expect.
- DC's mob -

... I don't have much on this one, other than: tone it down.
- Random spawn'' No listen check, spot check or anything you just happened to get besieged by 3 mobs.
DaloLorn wrote: ↑Thu Sep 02, 2021 6:12 am
... and the MMO spawner guarantees a limitless supply of them.
gedweyignasia wrote: ↑Thu Sep 02, 2021 9:54 am
"Ditch the MMO spawner" is straightforward if you just want to remove enemies from those areas...
You don't even need to remove it, once again: just tone it down. Having monsters constantly coming out of the walls and thin air isn't really necessary(or realistic, hello immersion!), maybe just slow down the spawn rate in some zones, and in other zones you could even have spawns simply not repopulate until players leave the area(say, for instance, sharptooth orc caves, or other smaller interiors).
gedweyignasia wrote: ↑Thu Sep 02, 2021 9:54 am
Yes, it's very clear that spellcasters and enemies with high AB are the most frustrating for players. Unfortunately, I'm not sure how to make combat challenging without making it frustrating.
I think the challenge rating is fine in some zones, but a little over the top generally speaking. Maybe you don't need to find more ways to make it challenging, so much as it would be far more interesting/realistic by making dynamic tweaks.
Once again, heavily optimized builds are going to mulch through content regardless, so scaling the difficulty back, or even making things a little more dynamic, is going to have little to no impact on those builds whatsoever. If mobs are made easier to kill, or the XP/loot rewards aren't present, uber builds probably wont even bother visiting them, but at least sub-optimal/RP builds will have an easier go at it, and feel/seem less impotent while they're at it.