| Taku Ooka Nin |
Hi everyone,
I'm working on a set of mega-adventures (MAs) that take place in a massive dungeon. Here's the shtick, the game revolves around large groups of enemies that effectively have 1hp and deal chip damage to the PCs with their infinite supply (while they're alive) of acid vials. The one concern I have with these groups that turn into hordes revolves around races with energy resistance.
I have a few potential fixes: 1) the enemies throw Force Vials which deal 1d4 force damage, 2) turn energy resistance into a damage shield similar to the Resist Energy spell where the damage reduction is the Resistance Value, and the damage shield can absorb Resistance Value * Character Level (or total HDs) before failing.
What do you guys think?
In addition to the above, I have some other questions. The general theme of the MAs is that the players are isolated in a strange and unforgiving city. Traveling outside the town is dangerous since all overworld encounters are epic by default and can build on each other (when combat begins, one enemy will spend its turn shooting a firework into the air which calls another epic encounter into the fight which arrives in 1d4 minutes) if the players hang around for too long. On the bright side, the enemies are designed to have high DPR while targeting touch but low HP and defenses.
The idea is that the players can forage for magic items in this abandoned magic city to gear up, take on modules (which tend to be significantly easier than the overworld encounters and have a boss at the end), and help the camp survive while advancing the plot.
I'm trying to associate victory with defeat using mechanics. To that end, all of the enemies drop healing or consumable items when killed, but the healing offered by these items wouldn't necessarily keep up with the damage dealt.
In many ways, I'm building the enemies to circumvent normal AC as much as possible since lower-level enemies tend to struggle with harming higher AC PCs unless they target touch AC.
What do you guys think? Any general tips?
| miniatureian |
Vary the way you're dealing tiny amounts of damage to keep it interesting.
Use SLA or level1 wands of magic missile.
Have lots of little enemies 'aid other' to hit actual AC with attacks, combat maneuvers, etc.
Evil Eye effects for one round regardless of the save being made. Clans of little witches increase caster level, while Hex DC's are based on caster level (and some bump up in power at certain levels, see Evil Eye). Add a few bards, clerics, and fighters, and you've got some things that will hit way above their level. Eight level 1 witches, bardsong, bless, magic weapon and your fighter hits at +16 (2d6+6): +5(str)+1(m.weap)+1(bab)+1(w.focus)+1(bless)+1(bardsong)+4(evil eye)+2(flank)
Intimidate the PCs to shake them. Enlarged Tiefling sorcerer with skill focus is around +18 vs 10+lvl+wis on medium sized PCs.
Evil clerics casting inflict wounds (touch spell, will save to half damage, not many sources of resist neg energy)
Invent creatures that have a 5' aura of antimagic to turn off player's usual tools (use sparingly).
| Taku Ooka Nin |
Troop subtype is my suggestion.I was looking for rules for how to specifically craft these, but I couldn't find any.
Also, a general tip, always bypassing PCs defenses is not fun for them. Bypass sometimes, yet have most things, even if due to inflation, be stopped, if you look for an epic feel.
One major issue here is that Pathfinder is based on the axiom of monsters coming in small numbers and dealing a lot of damage. This axiom runs with the idea of enemies doing small mounts of damage while there being a lot of them. The average damage for the CR 1/3 enemies is 3 damage. This basically means that anyone with a racial energy resistance to whatever they're using makes them immune to damage (perhaps they start with Acid and switch to Cold or Fire). D&D 5E resolves this problem by making resistances just do half-damage.
Do you know where the rules for creating squads can be found?
| Lady-J |
I hope this is in addition to the normal mix. My fireball sorceress would love facing these guys; our barbarian, much less so.
why not? just get body bluguion and go to town beating up hords of cannon fotter with their friends altho impractical and useually worse than most other rage powers body blugion is by far the most fun and rediculas one.
| miniatureian |
remember min damage is 1 nonlethal, which is why I suggest magic missile. The only way out of that is to become immune to nonlethal damage.
perhaps hit them with splash from every type of element? they'll have to expend resources to become immune to all of it. sonic, force, neg energy, positive energy are all fairly difficult to become resistant or immune to.
| Thaago |
remember min damage is 1 nonlethal, which is why I suggest magic missile. The only way out of that is to become immune to nonlethal damage.
perhaps hit them with splash from every type of element? they'll have to expend resources to become immune to all of it. sonic, force, neg energy, positive energy are all fairly difficult to become resistant or immune to.
Do you have a source for the min damage? I'm pretty sure damage can be reduced to 0.
| Taku Ooka Nin |
I hope this is in addition to the normal mix. My fireball sorceress would love facing these guys; our barbarian, much less so.
This is literally the selling point here from a mechanical standpoint. The swarming enemies will have around 3 hp, so a great cleave / cleaving finish build that uses a reach weapon with Lunge is just going to be amazing.
Plus that fireball is going to potentially kill around 50 of them.
| Taku Ooka Nin |
Are you going to be pre-rolling attack rolls? Sitting around while the GM rolls 100 attack rolls that miss 90-99% of the time seems kind of boring. There's a reason they made Swarm rules.
Since the range on thrown weapons is 10 ft, I'd probably only have the ones that are within that range attack. To speed things along, I might just go with rolling 1d20. For the next 20, they rolled that number + or - their slot. It would start at -10 and go all the way to +10. The smaller the group size, the lesser the penalty and bonus.
| Chess Pwn |
why not just make them a swarm or a "troop?" I'm not sure what what the name is for mass combat stuff.
but you'll need some way to simplify their attacks.
Maybe something like a percentage roll to how much damage they are doing. like the swarms average damage is 15 damage a round.
So if you roll a percentage of 50 then it does 15 damage. 100 is 30 and 25 would be 7. Then have that number modified by how many of the enemy there is. if you have 100 enemies, do a -1 per 5 enemies killed or something.
This way the damage is quick to calculate.
| Taku Ooka Nin |
why not just make them a swarm or a "troop?" I'm not sure what what the name is for mass combat stuff.
but you'll need some way to simplify their attacks.Maybe something like a percentage roll to how much damage they are doing. like the swarms average damage is 15 damage a round.
So if you roll a percentage of 50 then it does 15 damage. 100 is 30 and 25 would be 7. Then have that number modified by how many of the enemy there is. if you have 100 enemies, do a -1 per 5 enemies killed or something.This way the damage is quick to calculate.
I like it. Another option is to give them a collective damage aura that assumes they are just throwing acid flasks everywhere. If you're within 10 ft or so, you just take auto-damage equal to the group's average damage based on CR, reflex for half or something.
| Chess Pwn |
Chess Pwn wrote:I like it. Another option is to give them a collective damage aura that assumes they are just throwing acid flasks everywhere. If you're within 10 ft or so, you just take auto-damage equal to the group's average damage based on CR, reflex for half or something.why not just make them a swarm or a "troop?" I'm not sure what what the name is for mass combat stuff.
but you'll need some way to simplify their attacks.Maybe something like a percentage roll to how much damage they are doing. like the swarms average damage is 15 damage a round.
So if you roll a percentage of 50 then it does 15 damage. 100 is 30 and 25 would be 7. Then have that number modified by how many of the enemy there is. if you have 100 enemies, do a -1 per 5 enemies killed or something.This way the damage is quick to calculate.
That's how swarms operate, auto damage.
| Taku Ooka Nin |
Taku Ooka Nin wrote:That's how swarms operate, auto damage.Chess Pwn wrote:I like it. Another option is to give them a collective damage aura that assumes they are just throwing acid flasks everywhere. If you're within 10 ft or so, you just take auto-damage equal to the group's average damage based on CR, reflex for half or something.why not just make them a swarm or a "troop?" I'm not sure what what the name is for mass combat stuff.
but you'll need some way to simplify their attacks.Maybe something like a percentage roll to how much damage they are doing. like the swarms average damage is 15 damage a round.
So if you roll a percentage of 50 then it does 15 damage. 100 is 30 and 25 would be 7. Then have that number modified by how many of the enemy there is. if you have 100 enemies, do a -1 per 5 enemies killed or something.This way the damage is quick to calculate.
I know, I was making the concept more swarm-like. I will probably wait until Bestiary 6 for squad rules.
| Snowblind |
Chess Pwn wrote:I like it. Another option is to give them a collective damage aura that assumes they are just throwing acid flasks everywhere. If you're within 10 ft or so, you just take auto-damage equal to the group's average damage based on CR, reflex for half or something.why not just make them a swarm or a "troop?" I'm not sure what what the name is for mass combat stuff.
but you'll need some way to simplify their attacks.Maybe something like a percentage roll to how much damage they are doing. like the swarms average damage is 15 damage a round.
So if you roll a percentage of 50 then it does 15 damage. 100 is 30 and 25 would be 7. Then have that number modified by how many of the enemy there is. if you have 100 enemies, do a -1 per 5 enemies killed or something.This way the damage is quick to calculate.
That does have the really shoddy effect of making a bard or a wizard who pumped Dex better than a Fighter in fullplate at surviving groups of enemies.
| Taku Ooka Nin |
Taku Ooka Nin wrote:That does have the really shoddy effect of making a bard or a wizard who pumped Dex better than a Fighter in fullplate at surviving groups of enemies.Chess Pwn wrote:I like it. Another option is to give them a collective damage aura that assumes they are just throwing acid flasks everywhere. If you're within 10 ft or so, you just take auto-damage equal to the group's average damage based on CR, reflex for half or something.why not just make them a swarm or a "troop?" I'm not sure what what the name is for mass combat stuff.
but you'll need some way to simplify their attacks.Maybe something like a percentage roll to how much damage they are doing. like the swarms average damage is 15 damage a round.
So if you roll a percentage of 50 then it does 15 damage. 100 is 30 and 25 would be 7. Then have that number modified by how many of the enemy there is. if you have 100 enemies, do a -1 per 5 enemies killed or something.This way the damage is quick to calculate.
At higher CRs there are enemies that basically just target AC.
Part of the point is throwing a wrench into how Pathfinder is played. Trying to design it to be interesting.
| Snowblind |
Snowblind wrote:Taku Ooka Nin wrote:...[using troop subtype]...That does have the really shoddy effect of making a bard or a wizard who pumped Dex better than a Fighter in fullplate at surviving groups of enemies.At higher CRs there are enemies that basically just target AC.
Part of the point is throwing a wrench into how Pathfinder is played. Trying to design it to be interesting.
It isn't just a matter of "making the design interesting". Designing a "monster" that way breaks the AC and Reflex abstractions, and creates a verisimilitude issue. It also goes against the "similar should work similarly, different should work differently" design rule of thumb. It would be like a trap that targets Initiative, or an animal which is hit with the Handle Animal skill instead of an attack roll. It blatantly goes against how the rest of the game works, and it isn't using the mechanics which are meant to resolve that sort of interaction (in this case, AC, which is what attacks by a physical weapon target).
| Thaago |
Core Rulebook, Page 179, under the "Damage" section:
"Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage (see page 191)."
That is very odd, because it contradicts both the section on Damage Reduction and Energy Resistance, which both explicitly lay out what happens when damage is completely negated.
Are you sure that quote isn't dealing with penalties from the attacking creature to damage dealt, rather than damage reduction on the target creature? For example, someone with a strength of 6 attacking with a dagger does d4-2 damage. On a roll of 1 or 2, they do 1 nonlethal.