RandomCasualty2 wrote:K wrote:
Monsters get things like monter summoning and mind control, so the fact that they get better mechanics thann PCs is an issue in my book.
Well for a DM, summoning really isn't a mechanic, it's basically a "your monster loses a standard action" ability because if you wanted to, you damn well could have just added an extra monster to the encounter. DMs don't need summoning because they can literally shape the encounter with as many monsters as they want.
Sure it is. Summoned monsters aren't worth XP and any "treasure" you get are part of the summoner's allotment, so when they show up they bone PCs in a completely unique way.
Take a Pit Fiend. If you play him the 4e way he summons some demons, then he explodes them and gets into a big melee with you.
If you play him the smart way, he blows his once per encounter power of summoning demons, and then he leaves. He flies pretty fast and uses crap 4e teleport so PCs are not going to really catch him. His summoned demons do some damage and force people to use healing surges and the like.
Then, when the arbitrary "encounter" ends, he comes back and does it again (and unless he's fighting in a featureless plane or other place with no hiding places, he can). Her rinses and repeats until the PCs are out of healing surges and are dead. Even if the PCs get lucky and lock him down long enough to kill him, if he can do this even once then they've had no XP encounters and he's had a disproportionate effect.
RC wrote:
But on the issue of playing the same game, it is a problem. Monsters can't be played differently from the way you described. They have to die in their one encounter because if they didn't the game gets stupid very fast.
I mean, if a monster has a good recharge power they are encouraged to stay out of attack range and let that power recharge rather than attack with their at will. This is because every turn in attack range you are getting attacked by PCs, so you might as well maximize your damage output. This leads to even longer and dumber combats where it becomes the PCs who are being kited.
The DM can't use tactics or else the game gets less fun, and I think that is a major problem.
Well I don't think it's necessarily bad to have a monster that hangs back and plays like an archer. I actually like the idea that monsters can play like different types of PCs, that's pretty cool.
I really don't want it to be the 3rd edition style where everything monstrous plays like a barbarian or a mage. It's rather nice to have some things fight like rogues, some like rangers, others fight like clerics and so on. That adds new tactical situations. So some monsters should hang back and toss fireballs or what not, since it creates a backline situation of "do we want to go after the archers or not."
The big deal though with archers (PC and NPC) is that the game needs some mechanics to reduce kiting, since kiting is seriously not fun. The big fail of 4E is that kiting is pretty much the best strategy ever, and that needs to be fixed.
It's not that they play like archers. It is that they play better than PCs if you don't do the whole "melee on the battlemat" that 4e expects as a default.
Any amount of tactical or strategic creativity breaks the game, especially if a monster takes advantage of its powers or manipulates the environment to its advantage. Sure, a Dm can not do that, but it makes for a much less fun game as well as a less engaging and believable one.