manwad
@manwad

I keep staring at the 4e database and in awe on how so many enemies are the "same" in that they're variations of a single template-enemy.

Most every Brute has either a grapple, a Bloodied interaction, and/or area damage.

Every Artillery has multistrike of some sort, and of course range.

Most every Soldier Marks you and kicks your ass.
etc.

Like it's shockingly simple. There's only like 7 Guys.

Which got me thinking about how "Enemy who stuns/silences you" is perfectly fine in a tactics videogame (where you control the entire party/squad) but in a TTRPG is sucks shit because that one player now can't play the game.

On the contrary, any cool shit an enemy does, players might pop off.

Like it's been fuckin' forever since I fought like, Thorns-Damage Guy.


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in reply to @manwad's post:

They did so much with the archetypes. When facing a Brute you knew something was going to happen when it got lower in health. You knew that the Artillery was GOING to fuck shit up if left unchecked.

I used to reserve the really high-impact stuff for Bosses. And I don't mean end-of-session dudes I mean the actual movers and shakers at the top who you should dread to face (because for some reason the ranking figures are also the best at fighting? Who knew)

The action denial statuses and the retaliations become rarities and they sting all the more for it. This is the campaign's end (or close to it) so damn right I'm giving you something nasty because this build exists to frustrate the tactics that usually bring you success after success

Of course some people hate that with an intensity that goes beyond mere words so. Yeah. Different tables, different takes. But I'm absolutely of the mind that sometimes, in the pursuit of fresh mechanics and the unexpected, you're allowed to make Annoying Guys to fight

You got it, exactly. The occasional annoying guy who has some form of stun (im anti stun but pro a choice stun, where you either don't do shit OR eat shit via the status effect), is great when it's super rare.

Like in your boss example, pulling out thornsguy, or guy who makes another guy invincible for the big bad slaps hard.

Yeah your earlier post about enemy types and the Controller giving the either/or option really resonated with me. I think "lose an action or get set on fire" and so on is the angle to take: technically the player is having to give something up, be it an attack or a move or a few HP over time, but the choice is theirs and that's what counts

The recent news is a real shame because I was wondering how a PbP or similar would work on the likes of cohost? And now we'll never know. Such is the internet

I do not really have anywhere at all on the internet anymore! But I think I should maybe remedy that and then do an actual goodbye post like all the others because I don't want my corner of cohost to be lost on the breeze