Suggestion on a different take on PvE
Posted: Thu Jun 25, 2020 9:29 am
Two complaints that I either personally have, I have seen others make, or both:
1. Most areas have mobs/bosses with saves so ridiculously high that they will only fail on a '1' regardless of your DC.
- While not entirely true, in order to improve chances you have to so insanely focus on DC's as to nerf your build for anything else just to get to where they will fail on like a '4' or less... With very few exceptions.
2. Boss battles generally boil down to a 1-5 pretty standard mobs for the area that you can generally ignore to focus on the boss and then clean them up once you're done. As above the boss will generally have ridiculous saves and hit points so far above the realm of realism for what you'd expect that it encourages tactics to basically just out-tank the boss in one of various ways.
- Dynamic encounters have a much more intriguing (to me) concept of having a yellow 'boss' with usually 2 or 3 purple 'sub boss' enemies.
Suggestion that I believe can address these two items:
- Pick an existing dungeon/boss battle or maybe a couple at different CR's. Tone down the boss a LITTLE in terms of saves and HP, and instead give him appropriate long term buffs that are active up front and don't need to be cast (but can be dispelled/breached). Instead of having standard mobs backing him/her up, give the boss an entourage of sub-bosses with their own unique abilities. With any tweaks remember small changes are much better than major. Think of it as a long term project to find something that is equally challenging (maybe even more challenging solo), but not due to being built to hard counter certain abilities, but rather make it so something might only have a ~15-20% chance of working rather than 5% or a ~5-10% chance of working rather than outright immunity.
- For the sub-boss / boss group, give them different strengths and weaknesses.
- A Tank with low-mid will and reflex saves or maybe low reflex and medium-high will, but high fortitude saves, fairly high AC (like ~40-45 if we are
talking high epic boss battle), decent DR, decent AB, but relatively low damage per hit... Consider comparing the tank to some kind of a
fighter/dwarven defender or defensive/con focused barbarian for example.
- A Striker with low fortitude and will saves, high reflex, maybe even evasion. HiPS is an issue when used by mobs so maybe give the striker either
feint or on hit blinding 25% or instead of making them sneak attack based make it a Ranger with favored enemies to various PC races. Should
have relatively low defense and AB, but very high situational damage.
- An arcane spell caster - can be focused on DC/Controlling, Blasting, Buffing or really any of the schools (and even better if there can be
randomness to the type of focus the caster has to make it difficult to be fully prepared for what is going to come.) Give them middling AC (from
buffs) and low-ish Fortitude or Reflex Saves or make them have all
high saves, but based on buffs that can be stripped (gr heroism, superior resistance, protection from spells)
- A divine spell caster - here you have some fun options... Could be a melee focused cleric or favored soul, a DC focused or buffing spirit shaman,
a shape changing / spell casting druid. Go nuts!
- 3-6 additional random enemy types, perhaps they are slightly toned down from the main 4 listed above (or not!), but could be randomized so
some battles have several tanks while others have multiple casters etc.
The point here is two fold as I see it. First, if instead of having one uber boss you have a slightly toned down boss with beefed up sub-boss buddies then more play types are supported. Maybe your save or X spell won't work on all 7-10 enemies, but if it works on 1-3 enemies than it has value. If your AoE does nothing to the striker, but decent damage to the tank that your fighter is struggling to hit and does some damage to other enemies again, it's useful. Maybe your rogue party member is squishy, but can stealth to the arcane caster to take them down (or your monk can ki-step and take them out even faster).
These types of 'encounter style' of PvE engagements are far more interesting to me (and I would tend to think others) than the standard 1-4 mobs spawning at various locations. This doesn't need to be 'the new normal' and even should not be. However, having a few 'encounter' based dungeons where you have like ~6-12 sub boss battles followed by an end boss battle with no resting allowed would provide a different (and imo better) challenge to encourage party roleplay in a dungeon/cave/tower/whatever to plan/strategize, scout and take their time to make it through various challenges.
Last thought is that unbashable chests with level appropriate DCs (not requiring maxed OL and min/maxed DEX, but also not being easy for a fighter with 8 dex and a 1 in OL either), dangerous traps that require a rogue/phantom/divine seeker to disable and can't always be circumvented, puzzles that require certain underutilized spells, skills, etc. all would make for interesting dynamics to encourage forming a party with different roles being filled in order to be able to 'solve' the area.
So any area builders out there interested in taking on such a challenge? Any other thoughts on this?
1. Most areas have mobs/bosses with saves so ridiculously high that they will only fail on a '1' regardless of your DC.
- While not entirely true, in order to improve chances you have to so insanely focus on DC's as to nerf your build for anything else just to get to where they will fail on like a '4' or less... With very few exceptions.
2. Boss battles generally boil down to a 1-5 pretty standard mobs for the area that you can generally ignore to focus on the boss and then clean them up once you're done. As above the boss will generally have ridiculous saves and hit points so far above the realm of realism for what you'd expect that it encourages tactics to basically just out-tank the boss in one of various ways.
- Dynamic encounters have a much more intriguing (to me) concept of having a yellow 'boss' with usually 2 or 3 purple 'sub boss' enemies.
Suggestion that I believe can address these two items:
- Pick an existing dungeon/boss battle or maybe a couple at different CR's. Tone down the boss a LITTLE in terms of saves and HP, and instead give him appropriate long term buffs that are active up front and don't need to be cast (but can be dispelled/breached). Instead of having standard mobs backing him/her up, give the boss an entourage of sub-bosses with their own unique abilities. With any tweaks remember small changes are much better than major. Think of it as a long term project to find something that is equally challenging (maybe even more challenging solo), but not due to being built to hard counter certain abilities, but rather make it so something might only have a ~15-20% chance of working rather than 5% or a ~5-10% chance of working rather than outright immunity.
- For the sub-boss / boss group, give them different strengths and weaknesses.
- A Tank with low-mid will and reflex saves or maybe low reflex and medium-high will, but high fortitude saves, fairly high AC (like ~40-45 if we are
talking high epic boss battle), decent DR, decent AB, but relatively low damage per hit... Consider comparing the tank to some kind of a
fighter/dwarven defender or defensive/con focused barbarian for example.
- A Striker with low fortitude and will saves, high reflex, maybe even evasion. HiPS is an issue when used by mobs so maybe give the striker either
feint or on hit blinding 25% or instead of making them sneak attack based make it a Ranger with favored enemies to various PC races. Should
have relatively low defense and AB, but very high situational damage.
- An arcane spell caster - can be focused on DC/Controlling, Blasting, Buffing or really any of the schools (and even better if there can be
randomness to the type of focus the caster has to make it difficult to be fully prepared for what is going to come.) Give them middling AC (from
buffs) and low-ish Fortitude or Reflex Saves or make them have all
high saves, but based on buffs that can be stripped (gr heroism, superior resistance, protection from spells)
- A divine spell caster - here you have some fun options... Could be a melee focused cleric or favored soul, a DC focused or buffing spirit shaman,
a shape changing / spell casting druid. Go nuts!
- 3-6 additional random enemy types, perhaps they are slightly toned down from the main 4 listed above (or not!), but could be randomized so
some battles have several tanks while others have multiple casters etc.
The point here is two fold as I see it. First, if instead of having one uber boss you have a slightly toned down boss with beefed up sub-boss buddies then more play types are supported. Maybe your save or X spell won't work on all 7-10 enemies, but if it works on 1-3 enemies than it has value. If your AoE does nothing to the striker, but decent damage to the tank that your fighter is struggling to hit and does some damage to other enemies again, it's useful. Maybe your rogue party member is squishy, but can stealth to the arcane caster to take them down (or your monk can ki-step and take them out even faster).
These types of 'encounter style' of PvE engagements are far more interesting to me (and I would tend to think others) than the standard 1-4 mobs spawning at various locations. This doesn't need to be 'the new normal' and even should not be. However, having a few 'encounter' based dungeons where you have like ~6-12 sub boss battles followed by an end boss battle with no resting allowed would provide a different (and imo better) challenge to encourage party roleplay in a dungeon/cave/tower/whatever to plan/strategize, scout and take their time to make it through various challenges.
Last thought is that unbashable chests with level appropriate DCs (not requiring maxed OL and min/maxed DEX, but also not being easy for a fighter with 8 dex and a 1 in OL either), dangerous traps that require a rogue/phantom/divine seeker to disable and can't always be circumvented, puzzles that require certain underutilized spells, skills, etc. all would make for interesting dynamics to encourage forming a party with different roles being filled in order to be able to 'solve' the area.
So any area builders out there interested in taking on such a challenge? Any other thoughts on this?