FickleGM
Explorer
LOL. Barn owl, or screech owl?
Probably a screech owl, since my sarcasm and anti-D&D comments seem to occasionally be annoying.
LOL. Barn owl, or screech owl?
Man, that's a hard one... my first thought would be that it is like porn: I can't define it, but I know it when I see it. A few things stand out, however:
-Magic items are rare and dangerous, and not available commercially.
-Very much a medieval feel, not steampunk or magic as technology.
-Swords and sorcery meets Tolkein, not shardmind wyverntouched anti-palaladins.
-Relatively simple PCs and monster statblocks.
-Emphasis on DM fiat, and not encyclopedic rulesets. I love the reliance on ability checks with vaguely defined DCs, for example.
I guess to me it is as much what it isn't, if that makes any sense.
He was responding to my post asking if he could be more specific about what feels like AD&D to him.Are these your dealbreakers, or did I miss a "requirements" somewhere in there?
Right the monsters had recharge powers, but most of the time they recharge on a 5 & 6 or just a 6. So, a 1 in 3 chance or 1 in 6 chance of recharge. And, since I had a big group, I would put a solo on the board, as well as an elite or two and a few others.
But, for the final encounter, I used a modified version of Baba Yaga. Level 27 Solo Controller with 984 hit points.
Round 1: Vile Transmutation as Standard Action, Sweep the Field as a Move, Evil Eye as a Minor... Action Point to use Crushing Grasp (recharges Vile Transmutation)
Round 2: Roll to recharge Crushing Grasp (no) Vile Transmutation as Standard, Sweep the Field as a Move, Evil Eye as a Minor, Action Point to use Broomstick (recharges Vile Transmutation)
(remember, at this point, most of the PCs have something that grants them additional or bonus saves, or they can grant allies a bonus save...)
Round 3: roll to recharge Crushing Grasp (no) Vile Transmutation as Standard, Sweep the Field as a Move, Evil Eye as a Minor...
Round 4: roll to recharge Crushing Grasp (yes), which she uses as a standard, Sweep the Field as a Move, Evil Eye as a Minor...
And, then for the next umpteen rounds, I was doing that same process over & over again. Because of her aura, several PCs stayed outside the range for Evil Eye, Vile Transmutation, Crushing Grasp, etc. When the PCs finally bloodied her after like 10 rounds, I declared the battle over since all the PCs were basically at full hit points, just down action points and most of their dailies from taking out the elites and others, and now the archer ranger could turn his attention to her. (the main damage dealers in the party were occupied by the elites, while the lockdown defender kept being subjected to the Vile Transmutation and being turned into a toad.)
Spotted your other thread, and it looked like a fairly defensive party vs a higher level solo controller and some elites. So, a defensive party (taking 10 rounds to kill a couple of elites) vs defensive monsters (not being able to kill the party in 10 rounds) which ended up being a slugfeast. I can see what you didn't like.
I haven't actually ran 4e higher than level 8-9, but I had already started using monsters with higher damage output in favour of control/defense. In other words, to have quick(er) encounters, you have to build for damage, not defense. Using monsters with the Artillery/Skirmisher role is one way to do it. Not using higher level monsters is another (PC's miss too much). It's probably very party dependant what sort of encounter that actually works well, so giving advice would be party dependant. For your party, the advice above would probably have worked very well.
Looks like they have managed to cut down considerably on that in 5e. It's more like 3.5e, with more pure damage powers. The logic behind adding more debilitating conditions at higher levels in 4e is in my eyes a design flaw.Actually, I'd say they were a pretty offensive minded party - they had a melee striker and a ranged striker, as well as a hybrid barbarian/warlord for offense/defense, as well as a wizard Controller, shaman as leader and fighter defender. Part of the problem was that both sides had so many interrupts or powers that would limit actions of others (daze, stun, weaken, etc) that even if the rogue scored a critical, he was weakened and did half damage, or the barbarian guy kept getting dazed, so could only take one action/round, etc, etc.
Actually, I'd say they were a pretty offensive minded party - they had a melee striker and a ranged striker, as well as a hybrid barbarian/warlord for offense/defense, as well as a wizard Controller, shaman as leader and fighter defender. Part of the problem was that both sides had so many interrupts or powers that would limit actions of others (daze, stun, weaken, etc) that even if the rogue scored a critical, he was weakened and did half damage, or the barbarian guy kept getting dazed, so could only take one action/round, etc, etc.
If the party is well-built, Daze and Stun aren't much of an issue. That tells me the party wasn't put together very well. Any Barbarian who is not intentionally designed poorly really shouldn't care one lick if he's Dazed, especially if he's around an even half-way decent defender.
Just because it says striker on the tin doesn't mean they're good at that job. I can build a Warlock who is actually a solid controller with decent damage fairly easily, for example, but his damage output is not what you'd call striker-level. You can easily build a Fighter who out-damages him. There's a lot of flexibility in most of the classes.
Weaken is something I only use very rarely. I've found the players in all the groups I've been around hate it more than any other status and I've come to agree with them.