Balance is more than just a stat block...


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This is a note to many Starfinder GMs who are making fundamental mistakes with regard to this game. Primarily when using modules and adventure paths.

Game Balance isn't just a stat block. When the game gives you specific behaviors you are expected to follow them regardless if they seem foolish or less-than optimized. Why? Because balance isn't just a stat block.

Don't have your minions focus fire the melee just because the melee is a melee. Especially if the stat block for the minions actually states, "These enemies will attack different targets." or "These enemies will shoot at a PC only if the PC rolls a 1 on a 1d6."

(Guide Quest and Incident at Absolom Station respectively)

Don't have your boss monster start full attack melee'ing the melee guy to death because the stat block clearly shows they can if the stat block also states that, "If reduced below XX HP they will back off and attempt to attack from range."

If the boss stat block states, "They will run for cover and use their "get em!" ability unless attacked." this doesn't mean that they will unite with their guards and start a saturation focus fire at a PC. Why? Because balance is more than just a stat block.

Thank you for your time.


While this is true and GM's should do as the campaign designers intended (within reason) it is still good to discuss the situations from a balance prospective. It helps everyone understand the game better.


If it's the stat block that tell you how to play the NPC, then yes, balance IS the stat block. It's the ENTIRE stat block, including those instructions.

Overlooking, of course, the 85% chance that this is a reference to someone you don't feel the need to mention by name.


He's still got a point. The DM ruined the game by making it some "me vs them" tactical combat instead of running the game how the stat block says they should act.


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So for those of us not privy to the dirty details, is this actually a personal thing because a party wiped when the opposition was played... intelligently?

'get 'em' is a move action. There isn't any reason the boss wouldn't also fire.

So is it a personal thing, or a complaint about badly balanced encounters that can yield TPKs if the enemies aren't played stupidly and suboptimally?


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Voss wrote:

So for those of us not privy to the dirty details, is this actually a personal thing because a party wiped when the opposition was played... intelligently?

'get 'em' is a move action. There isn't any reason the boss wouldn't also fire.

So is it a personal thing, or a complaint about badly balanced encounters that can yield TPKs if the enemies aren't played stupidly and suboptimally?

Conversely, plenty of people are stupid and suboptimal, so I don't have a problem with stat blocks spelling out exactly who is and how.

Liberty's Edge

Voss wrote:
So for those of us not privy to the dirty details, is this actually a personal thing because a party wiped when the opposition was played... intelligently?

No clue. It's a valid complaint if the Int -2 (ie: Int 6 or 7) opposition (or the otherwise tactically unskilled opposition) was played intelligently, though. They're not intelligent, so playing them intelligently is metagaming of a sort a GM should not engage in.

Voss wrote:
'get 'em' is a move action. There isn't any reason the boss wouldn't also fire.

There is if he's also moving to cover and trying not to draw attention. ie: if he's a coward. Which sounds like the situation here.

Voss wrote:
So is it a personal thing, or a complaint about badly balanced encounters that can yield TPKs if the enemies aren't played stupidly and suboptimally?

Encounters are, in fact, partially balanced by enemy tactics and how tactically skilled those enemies are. Not all will be equally so and making them that way is actually really inaccurate from a realism perspective as well as potentially unbalancing.

Now, by the same token having all enemies always act like idiots is also stretching suspension of disbelief past the breaking point. And even Int -2 enemies will probably start firing at the melee guy after he guts one of them in a single swing...but if they by default split targets they should do that until evidence demonstrates it's a bad idea at the very least.


McAllister wrote:
Voss wrote:

So for those of us not privy to the dirty details, is this actually a personal thing because a party wiped when the opposition was played... intelligently?

'get 'em' is a move action. There isn't any reason the boss wouldn't also fire.

So is it a personal thing, or a complaint about badly balanced encounters that can yield TPKs if the enemies aren't played stupidly and suboptimally?

Conversely, plenty of people are stupid and suboptimal, so I don't have a problem with stat blocks spelling out exactly who is and how.

Well the stat block says they are supposed to be somewhat stupid...to not have them act that way IS metagaming playing in a sense. They aren't supposed to be tactical geniuses and to have them be that way regardless sort of screws the PCs over in a way the adventure wasn't meant to be. I'm one of those players and would be DMs who actually thinks deeply on the consequences of changing things. If I change something well how does it affect everything else? If this badguy who is supposed to be an idiot is suddenly a genius, well how does that affect his use of abilities? A lot is the answer.


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No, not a personal thing at all. An observation from a number of people claiming that melees were terrible because "enemies will focus fire" them a few weeks ago, and citing melees getting gunned down in SFS and Dead Suns in the first encounters.

It irked me that Paizo would make such a bone headed design choice to target melees so much. So I got to look at the modules and looked over them and... Yeah, the modules specifically say not to do what people are reporting is happening.

There are a number of threads talking about total party wipes and what not, when, if you read the stat blocks given, the GMs are ignoring the enemy behavior completely and instead are using tactics that are resulting in numerous full party wipes.

My GM is actually incredibly good and we haven't had anyone get into HP damage yet, let alone get dropped.


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It think it's also worth looking out that a creature's intelligence score isn't a great guide for combat specific behavior. A dumb bandit is much more likely to be smart in combat than a smart college professor.

Liberty's Edge

baggageboy wrote:
It think it's also worth looking out that a creature's intelligence score isn't a great guide for combat specific behavior. A dumb bandit is much more likely to be smart in combat than a smart college professor.

This is fair enough, though I wouldn't think low Int bandits would do really complex tactical stuff, I was mostly just using Int in my example as shorthand for whether good tactical choices made sense.


baggageboy wrote:
It think it's also worth looking out that a creature's intelligence score isn't a great guide for combat specific behavior. A dumb bandit is much more likely to be smart in combat than a smart college professor.

That's because combat is based on Wisdom and not Intelligence.

Liberty's Edge

Bluenose wrote:
That's because combat is based on Wisdom and not Intelligence.

I feel like it's a combination of both. Wisdom for common sense stuff, Int for tactical sophistication.

Either without the other can result in some stupidity.


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Fighting "intelligently" is a lot of things.

It is really easy for "us" to fight intelligently when there are absolutely no real stakes involved, nor danger. We have a detached view of the battlefield. We have plenty of time to figure out what we want to do, where we have to move, what effects are present, who is standing where, what the enemy is likely to do.

Our character has 6 seconds, limited ability to judge the field, doesn't have eyes in the back of their heads, and is in real danger.

Before I was stuck in this chair I did Amtgard, SCA, Solar, NERO, and a host of other LACS LARPs. I can tell you, real combat (even simulated real combat) is not the same as a tabletop RPG. It is hectic, it is frantic, and you often get nailed from behind because you just don't notice someone when you are in the middle of a melee.

Perfect example:

In Amtgard I was really (and I mean really) good at deflecting arrows with a dagger. Ridiculously good. Meaning I practiced at it almost daily for months. It got to the point where, if I was facing an archer, they had almost no chance to hit me. They could shoot all day long, but it wasn't going to happen. I knew the average speed of Amtgard arrows and I had spent a lot of time figuring out arcs. So if I was playing a Monk (or a healer with a hardened dagger) I was virtually immune to archers.

...

Unless anything else was going on anywhere near me on the battlefield. Why? Because it is all well and good to have those levels of reflexes, it is completely another to keep track of the archer and when they release their bowstring when you are, simultaneously worried about the barbarian that is less than 40 feet away meleeing one of your team's warriors.

...

It is much like the concept of "Focus Fire" in games.

When I was with Amtgard, I had an elite group of casters when I was a teenager who were nicknamed the Spellshapers. All casters. We had practice and discipline. We could absolutely wreck quests because the big bad Dragon with 6 points of invulnerability would get focus fired down by 6 casters simultaneously unloading a flurry of verbals and spell balls at it.

Which was all well and good when it was six against one and we had time to prepare and we knew the dragon was there. Didn't work out so well most of the time. If we weren't prepped and coordinated we couldn't focus fire for crap, especially if things got hectic.

That is how most enemies in Pathfinder and Starfinder really should be. Unless they are already prepped, know the encounter is coming, and are specifically able to identify the most threatening target, and aren't getting attacked from multiple directions... Sure... Focus fire away.

If you are however? No. No way in heck. That just isn't how people operate.


While LARP anecdotes are fun and kudos to you for having fun with them, the chaos of battle can only go so far to explain tactics. I mean, if I'm in a trench exchanging fire with some other guys in a trench when suddenly Soldier Steve jetpacks in and hacks a buddy of mine in two with his plasma doshko, who do you think is going to be shot at? The dudes at the other trench or that lunatic vesk right next to me with a plasma axe?

At that point tactics along the lines of "the enemies equally distribute fire among the party" look moronic and even fairly unperceptive players are going to see behind the curtain so to speak since the logical response for even an int < 10 mob is going to be "target the axe murderer right in your face"


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Tarik Blackhands wrote:

While LARP anecdotes are fun and kudos to you for having fun with them, the chaos of battle can only go so far to explain tactics. I mean, if I'm in a trench exchanging fire with some other guys in a trench when suddenly Soldier Steve jetpacks in and hacks a buddy of mine in two with his plasma doshko, who do you think is going to be shot at? The dudes at the other trench or that lunatic vesk right next to me with a plasma axe?

At that point tactics along the lines of "the enemies equally distribute fire among the party" look moronic and even fairly unperceptive players are going to see behind the curtain so to speak since the logical response for even an int < 10 mob is going to be "target the axe murderer right in your face"

Yeah, you'd think that.

In the exact situation, sure, you'd be right.

If you have total cover from the enemy, you aren't actually in any danger from them, and one enemy is in the open.

Of course, this also assumes that you notice your buddy just got cut down by a Plasma Doshko. I mean, I can't tell you the number of times I "died" in combat because I didn't know the guy I was standing next to just went down because I was busy trying to protect myself from spell balls or arrow fire.

In reality... let me tell you what is likely to happen:

-----

You are looming out, looking over the trench. You are focusing, looking for an enemy to poke out enough to shoot. You are waiting for any opening. Putting your effort into it. There it is! A piece of something! What is it? Is that a shoulder? A head? You aren't sure. You take half a breath and hold it, you prepare to squeeze the trigger. There is noise off to your right, that isn't important now, you have a target in your sights, you are about to...

Something is wrong... Something has hit you! You're bleeding? What the?

You look over, your friend is down, there is a guy in your face, you panic and run, not realizing it is leaving you open. You get hit again.

-----


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I'm not a big fan of 'enemies could easily win but don't because they have make bad decisions' encounter design.

As a player I tend to think tactically. The 'chaos of combat' is realistic, but turn-based combat on a grid isn't. My PC tries to make the best choices, and I act on the assumption that enemies will do the same.

So my problem wouldn't be that the guy with the plasma axe gets cut down by focused fire; it's that the guy with the plasma axe shouldn't be charging forwards in the first place. Why gamble your life on the hope that your enemies are idiots?

The Exchange

The proper path is a middle ground IMO. GMs need to remember this isn't PF and while there the melee guy had almost always decked himself out to avoid being hit, here in SF the mechanics are different. All of the level appropriate enemies will hit even a defense focused character as often as not. So focus fire turns from an ok tactic and one the player may encourage as they absorb and ignore hits that would harm the rest of the party, into a way to kill anyone. So those tactics need to be attended.

At the same time, if the melee character closes with two or more enemies and threatens them when no one else does, well for some of them to elect to ignore the sudden close threat is a bit too much. Or if everyone else on the team is in some form of cover, but the soldier choose to hold still to full attack. To this extent players also need to learn not to provoke the enemies into focusing on them.

GMs should follow tactics unless they're suicidely stupid, or clearly don't work. Players should make sure they don't turn focus fire into the only real option. It's a two part system, which I think people will get better at as we move from a PF mindset to a SF mindset.


Matthew Downie wrote:
I'm not a big fan of 'enemies could easily win but don't because they have make bad decisions' encounter design.

Think of it more as

'enemies will probably lose, but could, over the course of their loss, disproportionately drain the resources and endanger the life of one player's character over the others, and, to the degree that it doesn't strain credulity, they shouldn't, because it's not fun.'


This is a very good point. A player should should also bear a certain responsibility in not getting focused. If there's a bunch of guys with guns shooting at you guys, running through the gap and getting every baddies attention in the process is stupid. Pull out your backup gun and shoot at people with the rest of your party. Or try to work your way around and flank the baddies so that hopefully you have some soft cover if nothing else (real life use of the word flank not the in game mechanic).


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McAllister wrote:
Matthew Downie wrote:
I'm not a big fan of 'enemies could easily win but don't because they have make bad decisions' encounter design.

Think of it more as

'enemies will probably lose, but could, over the course of their loss, disproportionately drain the resources and endanger the life of one player's character over the others, and, to the degree that it doesn't strain credulity, they shouldn't, because it's not fun.'

Right also because that isn't a realistic way to think though.

If you are in a squad, you aren't going to think, "Hey, we are all probably going to lose but maybe we can kill one guy. After all, our lives don't matter, all we are here for is to weaken the party for the boss monster that we may, or may not, even know is coming up later in the adventure."

The bad guys are not a borg entity. They aren't a hive mind. Which is the problem that many inexperienced GMs have. Enemies tend to be:

1. Completely fearless.
2. Completely telepathically linked.
3. Able to coordinate complex strategies based on locations without any reason for prior planning and/or practice doing so.

Anyone who has ever been in any kind of combat, real or simulated, heck just play an online FPS with a pick up group rather than a clan. Nobody has this kind of coordination unless they are an experienced squad, running a map that they all know like the back of their head, with completely planned and practiced loops and cycles.

It is slightly different when one member of the enemy squad is yelling out orders. If that happens the PCs also realize who is doing it and can target them. Once that NPC goes down then the coordination should break down too.


If we're throwing anecdotes around,

Once a week, I get together with a club and shoot nerf guns at each other (map is made of cardboard box stacks). Usually, one of three things will happen

1. You're dying too quickly to do anything

2. it's predominately 1v1 engagements

3. Somebody you know is really good is on the field, and they will get at least half of all shots aimed at them. (they usually still beat you back by themselves anyway).

So, a group of untrained university students are capable of focus firing when they need it.

Liberty's Edge

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I do not remember a single occurrence of seeing even incredibly smart opponents actually act on their survival instinct and flee rather than make the stupid suicidal decision of staying in combat with the murderhobos we call PCs

Unless the scenario specifically calls for it

You would think that trying to hurt the PCs is the only reason for their existence :-)

Granted, that was not in SFS

The Exchange

baggageboy wrote:
This is a very good point. A player should should also bear a certain responsibility in not getting focused. If there's a bunch of guys with guns shooting at you guys, running through the gap and getting every baddies attention in the process is stupid. Pull out your backup gun and shoot at people with the rest of your party. Or try to work your way around and flank the baddies so that hopefully you have some soft cover if nothing else (real life use of the word flank not the in game mechanic).

It's a two way street. If three bad guys are bunched together, a level one solarion with a taclash and solar weapon could close with them and make all of them either do nother or have to run away at least. It's a very powerful option and a tempting one. The bad guys should in that situation pull a melee and deal with that particular player even if their tactics say they try to stay at range and split their focus, the player has made themselves a very important target and invalidated the tactic temporarily.

It's also reasonable to assume some communications, they have comm units same as the players, and they've probably worked together before. So some coordination is reasonable.

At the same time, they've worked together before and have tactics they've used and default to. Those tactics have, despite being less than ideally optimal, in theory worked for them before. They're going to use them unless there's a definite reason to do something else. Maybe they're used to fighting much weaker opponents, so splitting fire lets them end the fight faster, except that PCs take more than one shot to drop, so they don't work as well. The GM shouldn't just change those tactics because they know they could do better against this group.


The Sideromancer wrote:

If we're throwing anecdotes around,

Once a week, I get together with a club and shoot nerf guns at each other (map is made of cardboard box stacks). Usually, one of three things will happen

1. You're dying too quickly to do anything

2. it's predominately 1v1 engagements

3. Somebody you know is really good is on the field, and they will get at least half of all shots aimed at them. (they usually still beat you back by themselves anyway).

So, a group of untrained university students are capable of focus firing when they need it.

Granted, a nerf gun delivers its payload to its target only slightly faster than USPS...

I've participated in a similar activity, and, upon reflecting on how it could be improved, I thought, I just wish I were paintballing.

What they need to invent is paintballs that dissolve cleanly 5 minutes after being exposed to air...


McAllister wrote:
The Sideromancer wrote:

If we're throwing anecdotes around,

Once a week, I get together with a club and shoot nerf guns at each other (map is made of cardboard box stacks). Usually, one of three things will happen

1. You're dying too quickly to do anything

2. it's predominately 1v1 engagements

3. Somebody you know is really good is on the field, and they will get at least half of all shots aimed at them. (they usually still beat you back by themselves anyway).

So, a group of untrained university students are capable of focus firing when they need it.

Granted, a nerf gun delivers its payload to its target only slightly faster than USPS...

I've participated in a similar activity, and, upon reflecting on how it could be improved, I thought, I just wish I were paintballing.

What they need to invent is paintballs that dissolve cleanly 5 minutes after being exposed to air...

That's generally how somebody withstands focus fire, yes.


If we want to get into technicalities, most often we as players are the ones behaving unrealistically. I mean why would my group of spacehobos all focus on one guy at a time? Are we playing our ROLE, or are we ROLL playing? In combat I usually see/play the latter. I'm not advocating that players all of the sudden start playing stupid, (though the suicidal dwarf/barbarian troupe can be quite entertaining) but if the GM focuses fire on a character who is an obvious threat to the baddies (and who has taken actions to make it obvious) is that really so bad?


Matthew Downie wrote:

I'm not a big fan of 'enemies could easily win but don't because they have make bad decisions' encounter design.

As a player I tend to think tactically. The 'chaos of combat' is realistic, but turn-based combat on a grid isn't. My PC tries to make the best choices, and I act on the assumption that enemies will do the same.

So my problem wouldn't be that the guy with the plasma axe gets cut down by focused fire; it's that the guy with the plasma axe shouldn't be charging forwards in the first place. Why gamble your life on the hope that your enemies are idiots?

This! This! 1000 times this!

Don't put enemies in and then tell them to use obviously stupid tactics.

Perhaps IRL you wont use optimal strategies, but this is a game not real life. If players get an unlimited amount of time to think through their strategy and decide the best course of action, then NPCs should get the same treatment.

If you're using NPCs that when played to equal level of competence as PCs and this leads to a TPK of the player party then you're using NPCs that are too powerful.


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Pathfinder Rulebook Subscriber
Claxon wrote:
Matthew Downie wrote:

I'm not a big fan of 'enemies could easily win but don't because they have make bad decisions' encounter design.

As a player I tend to think tactically. The 'chaos of combat' is realistic, but turn-based combat on a grid isn't. My PC tries to make the best choices, and I act on the assumption that enemies will do the same.

So my problem wouldn't be that the guy with the plasma axe gets cut down by focused fire; it's that the guy with the plasma axe shouldn't be charging forwards in the first place. Why gamble your life on the hope that your enemies are idiots?

This! This! 1000 times this!

Don't put enemies in and then tell them to use obviously stupid tactics.

Perhaps IRL you wont use optimal strategies, but this is a game not real life. If players get an unlimited amount of time to think through their strategy and decide the best course of action, then NPCs should get the same treatment.

If you're using NPCs that when played to equal level of competence as PCs and this leads to a TPK of the player party then you're using NPCs that are too powerful.

Or the GMs job is to create an awesome world and story. Those gangers that only care about their own hide should fight differently than the marines with an objective. They can have the same stats, the same amount but they will be different. If you play them each optimally then they become the same thing. If you want to pit your wits optimally against another person then you should be playing a wargame, not running an RPG.


Malk_Content wrote:
Or the GMs job is to create an awesome world and story. Those gangers that only care about their own hide should fight differently than the marines with an objective. They can have the same stats, the same amount but they will be different. If you play them each optimally then they become the same thing. If you want to pit your wits optimally against another person then you should be playing a wargame, not running an RPG.

Pretty much this. Life isn't fair, and there's no reason for encounters to have equal numbers or firepower on each side, so I don't see a reason for them to have equal tactical acumen.


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This debate is moot. I mean, I see the argument here, but serious talk, when was the last time you saw a group of ennemies try to flee or surrender ?

In real life, animals as well as humans 1) carefully pick their battle, only fighting when they know they'll win or that there's no other options and 2) will try to flee / play dead / surrender after some injuries rather than die in the gutter.

Most people that defend "realism" here are really just branding a different flavor of gaming mentality without actually being realistic in the slightest (or at least not enough). They just think it is.

At the end of the day, the "AI" that comes with the statblock is just a tool, and if you understand why and for what purpose it was created it's okay to break it in different, more interesting (to you) ways so long as everyone at the table is aware of and ok with it.


The Raven Black wrote:

I do not remember a single occurrence of seeing even incredibly smart opponents actually act on their survival instinct and flee rather than make the stupid suicidal decision of staying in combat with the murderhobos we call PCs

Unless the scenario specifically calls for it

You would think that trying to hurt the PCs is the only reason for their existence :-)

Granted, that was not in SFS

Its funny, but one of the things I liked about both Pathfinder APs I've read ( the two hardcovers )? They actually give morale guidelines for virtually every encounter. Quite a lot of the time, this included "if they get sufficiently injured/decimated, they retreat, in good order or bad".

Most encounters *should* include morale and morale breakage. Unless the enemy is elite, mindless, or desperate, they should never fight to the death. This isn't 1e, rout and surrender count as victory, too.


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Metaphysician wrote:
The Raven Black wrote:

I do not remember a single occurrence of seeing even incredibly smart opponents actually act on their survival instinct and flee rather than make the stupid suicidal decision of staying in combat with the murderhobos we call PCs

Unless the scenario specifically calls for it

You would think that trying to hurt the PCs is the only reason for their existence :-)

Granted, that was not in SFS

Its funny, but one of the things I liked about both Pathfinder APs I've read ( the two hardcovers )? They actually give morale guidelines for virtually every encounter. Quite a lot of the time, this included "if they get sufficiently injured/decimated, they retreat, in good order or bad".

Most encounters *should* include morale and morale breakage. Unless the enemy is elite, mindless, or desperate, they should never fight to the death. This isn't 1e, rout and surrender count as victory, too.

Pretty much. Unless they are mindless, or possibly animals, or undead, etc they will flee or surrender. Most will flee.

Most AP encounters have a flee option. My statement is that the tactics make the CR as well.

A group of CR 1/2 enemies with superior battle tactics is a higher CR than ones with average or more realistic tactics.


Here is the perfect example of tactics ratcheting up the CR.

Space Goblins -

The PCs come to a T shaped hallway on a derelict cruiser. They are approaching from the south. The hallway is 105 feet along the y axis, or long, (21 squares) and 20 feet wide (4 squares) at the top of the T (19 squares in) there are 2 large boxes in the center 2 squares of the hallway.

Smart Tactics:
The space goblins take cover. 2 against the southern wall at the northern part of the T to the left and right of the hallway. 2 more, one behind each of the center boxes are also there. They have cover from all PC attacks and will not move. There are 2 more goblins in the top of the T waiting to take position if a goblin is killed. The goblins will always focus fire any target that enters the hallway. If no target does they will always focus fire a target and full attack just to "crit fish" from full cover. The two behind the boxes also are armed with grenades if the party advances as a group.

In this scenario the PCs have no choice but to walk down a killing field. Unless they have invisibility magic, as there is no cover to hide behind. They have to come partly down to use grenades or effective weaponry.

----

Realistic Tactics:
They're Goblins. Two of the goblins will charge down the hall with vibto-dog slicers while the others shoot. They are facing soft cover penalties because of the chargers, which is fine by them as there's a betting pool over which of the two dies first (currently it is 20-1 odds that Digmurt will die within the first 18 seconds. He's done the, er, smart thing, by betting on himself as he realizes he's likely to die a rich goblin. His wife encourages this plan.)

Hedging their bets the chargers each have a grenade, this is for operation: Boom Splat. If reduced to 3 or fewer HP they'll pull the pins and go boom. Then splat.

If the PCs make it down 60 feet of the hallway and both of the boom splat melee Goblins are down, the others will flee from the scene and retreat to location G-2 on the map.

-----

(This is from an adventure I'm writing btw)

The Exchange

A tactics section for an encounter is important to help set the tone for a group of enemies.

For Paizo, the first ever fight in the first ever AP they wrote for their setting (Rise of the Runelords) had goblins in large enough numbers they could probably TPK the group. But that combat is described as so chaotic some of the goblins kill themsleves in their enthusiasm for chaos.

I can see cultists fighting to the death (fanatics), I can also see gang members doing the same (you'll never take me copper!), but other times surrender or fleeing is always an option. Unless the tactics section says "will fight to the death" then those other two are on the table for the DM.

Having the boss of a crime gang surrender when all his mooks die also makes sense sometimes. I'm thinking of the accountants in the movie Untouchables here. Surrounded by psychotic murderers, they were all bravado and tough talk. The moment the tough guys got killed, they turned to jello and folded like a deck of cards.

So it's less about what makes sense to you as the coldly impartial DM or the far removed from danger player, and more about telling the story of the enemy you're facing.


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Malk_Content wrote:
Claxon wrote:
Matthew Downie wrote:

I'm not a big fan of 'enemies could easily win but don't because they have make bad decisions' encounter design.

As a player I tend to think tactically. The 'chaos of combat' is realistic, but turn-based combat on a grid isn't. My PC tries to make the best choices, and I act on the assumption that enemies will do the same.

So my problem wouldn't be that the guy with the plasma axe gets cut down by focused fire; it's that the guy with the plasma axe shouldn't be charging forwards in the first place. Why gamble your life on the hope that your enemies are idiots?

This! This! 1000 times this!

Don't put enemies in and then tell them to use obviously stupid tactics.

Perhaps IRL you wont use optimal strategies, but this is a game not real life. If players get an unlimited amount of time to think through their strategy and decide the best course of action, then NPCs should get the same treatment.

If you're using NPCs that when played to equal level of competence as PCs and this leads to a TPK of the player party then you're using NPCs that are too powerful.

Or the GMs job is to create an awesome world and story. Those gangers that only care about their own hide should fight differently than the marines with an objective. They can have the same stats, the same amount but they will be different. If you play them each optimally then they become the same thing. If you want to pit your wits optimally against another person then you should be playing a wargame, not running an RPG.

I didn't say run NPCs as 100% optimally, or running every group the same. But when I see obviously bad tactics...just no. I'm not doing it.

As for HWalsh's scenario. Goblins are pretty damn stupid, and maybe they should be run the way you're suggesting. But it shouldn't take much tactical acumen to take cover and wait for you enemy to come to you. Does this make the hallway a killing field for the PCs? Absolutely. Should the players recognize this? Hopefully. If they don't perhaps it's time for a lesson. Why do I say this?

Because there are (or at least should be) alternatives. Go around to a different hallway. Go down the air vents and come out behind them. Use some sort of mobile cover to get down the hallway without being torn to shreds. There are plenty of intelligent options that don't require you to walk down the Killing Field, even when the enemy is being played semi-intelligently.


Or throw smoke grenades


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Claxon wrote:

I didn't say run NPCs as 100% optimally, or running every group the same. But when I see obviously bad tactics...just no. I'm not doing it.

As for HWalsh's scenario. Goblins are pretty damn stupid, and maybe they should be run the way you're suggesting. But it shouldn't take much tactical acumen to take cover and wait for you enemy to come to you. Does this make the hallway a killing field for the PCs? Absolutely. Should the players recognize this? Hopefully. If they don't perhaps it's time for a lesson. Why do I say this?

Because there are (or at least should be) alternatives. Go around to a different hallway. Go down the air vents and come out behind them. Use some sort of mobile cover to get down the hallway without being torn to shreds. There are plenty of intelligent options that don't require you to walk down the Killing Field, even when the enemy is being played semi-intelligently.

It would be bad tactics to not close off the alternate hallways though.

It would be bad ship design if you could actually crawl into the ship vents. After all, in real life you can't do this in buildings (despite what movies say).

It assumes there is some mobile cover, and if there is mobile cover, why are the enemies leaving it around so that their trap fails?

The problem with "intelligent options" is that, ultimately you run into linear thinking puzzles.

For those not up on their Game Design terms, the term "Linear Thinking" puzzle refers to the classic Point and Click Adventure Games that were popularized by Sierra Online (and Lucas Arts as well) for the PC genre.

Often in these games the player had to come up with an "obvious" solution. This obvious solution was, of course, thought up by the designer/programmer (they were one and the same often in those days) and... Well... Isn't always so obvious.

For example:
Going through the vents - I, as a player, know that vents aren't actually large enough to do that. So I don't think about that as an option. It is not an obvious solution to me because I have enough real world knowledge that it isn't something that enters my mind until the game tells me that it is possible.

Mobile Cover, as well, isn't usually a thing. Unless it is made obvious that we have some method to do that, either through someone having Gravity Shield and becoming Graviton Attuned, or a spell or some such, it isn't something we are going to see that often.

To you, those are both obvious solutions, to me they aren't realistic and aren't something I am going to think about.

That is because linear thinking puzzles, on the whole, rely on the designer's perceptions.

In the case of one of the most (in)famous ones in a Sierra game, the player runs into Rumplestilskin, he asks you his name, so of course you guess Rumplestilskin. That is incorrect. You get the clue, "Think backwards."

Which, obviously, means you want to spell out: Nikslitselpmur.

That is incorrect.

What the designer thought was "Obvious" was to reverse the alphabet so A=Z, B=Y, C=X etc etc, then spell the name out forward with the reversed alphabet.

I am sure designer Roberta Williams thought that this was an obvious clever solution. I missed it. Almost everyone I know missed it. I only know it because I begged my parents back in the 1980's to call Sierra's 1-900 hint line. (We didn't have the internet back then.)

So, it is a good idea to not ever assume that anything is common sense, because sometimes what is common sense to you, may not be common sense to others.


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RPGs don't really try and recreate reality. At best its an attempt to model the world of James bond or star wars - where multiple villains armed with submachine guns are no match for a hero with a tray.

In my opinion, Starfinder in particular seems much closer to space opera than to hard SF. I think it works best to embrace that theme rather than try to carve out some bits of 'realism' in a universe where spaceships can instantly stop and spin on the spot.

I think there are better games for pseudo realism. Starfinder spaceships have chasms in them you can swing across and hordes of bad guys to be mowed down by outgunned yet plucky heroes.

The Exchange

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HWalsh, you've missed Claxons point here.

Good game design presents multiple options to tackle a problem rather than one.

Your Sierra example is perfect for this. They only provided one answer with no other way to progress so it became a stumbling block for people, many of whom gave up.

If you're going to present a corridor kill zone for the players to be forced to travel down without multiple ways to appraoch it, that is bad game design.

You have mitigated this somewhat by making the goblins crazy and self destructive though.

You can't present the goblins as crazy and self destructive in one part, and then go on in another post and suggest it's bad tactics to leave other avenues open for the players to approach from. That's counter intuitive to what you're trying to paint the goblins as.

This is the perfect scenario to make sure you got something available that the players can hack (lighting, defence systems, presssure release valves etc), or have moveable cover like crates, or present a maintenance system that a drone or Ysoki could move through.


HWalsh wrote:
Metaphysician wrote:
The Raven Black wrote:

I do not remember a single occurrence of seeing even incredibly smart opponents actually act on their survival instinct and flee rather than make the stupid suicidal decision of staying in combat with the murderhobos we call PCs

Unless the scenario specifically calls for it

You would think that trying to hurt the PCs is the only reason for their existence :-)

Granted, that was not in SFS

Its funny, but one of the things I liked about both Pathfinder APs I've read ( the two hardcovers )? They actually give morale guidelines for virtually every encounter. Quite a lot of the time, this included "if they get sufficiently injured/decimated, they retreat, in good order or bad".

Most encounters *should* include morale and morale breakage. Unless the enemy is elite, mindless, or desperate, they should never fight to the death. This isn't 1e, rout and surrender count as victory, too.

Pretty much. Unless they are mindless, or possibly animals, or undead, etc they will flee or surrender. Most will flee.

Most AP encounters have a flee option. My statement is that the tactics make the CR as well.

A group of CR 1/2 enemies with superior battle tactics is a higher CR than ones with average or more realistic tactics.

Animals should generally flee, too, if injured. The only general exception being "defense of young", if its a species that cares about such. Otherwise, there's no upside for fighting to the death.


Also, on the matter of the giant corridor of doom, there's a couple extra matters:

1. Why, exactly, is there this super long corridor, with no alcoves, no doors, no rooms? People don't usually build corridors like this.

2. Why, exactly, is this the only way to get to the location the PCs need to go? For that matter, why do they need to go this way at all?

3. Where are the goblins getting unlimited ammo from? Because unless they magically have unlimited ammo, there's another easy solution: wait for them to shoot themselves dry shooting at targets under full cover that are several range increments away.


HWalsh wrote:

It would be bad tactics to not close off the alternate hallways though.

It would be bad ship design if you could actually crawl into the ship vents. After all, in real life you can't do this in buildings (despite what movies say).

It assumes there is some mobile cover, and if there is mobile cover, why are the enemies leaving it around so that their trap fails?

The problem with "intelligent options" is that, ultimately you run into linear thinking puzzles.

For those not up on their Game Design terms, the term "Linear Thinking" puzzle refers to the classic Point and Click Adventure Games that were popularized by Sierra Online (and Lucas Arts as well) for the PC genre.

Often in these games the player had to come up with an "obvious" solution. This obvious solution was, of course, thought up by the designer/programmer (they were one and the same often in those days) and... Well... Isn't always so obvious.

For example:
Going through the vents - I, as a player, know that vents aren't actually large enough to do that. So I don't think about that as an option. It is not an obvious solution to me because I have enough real world knowledge that it isn't something that enters my mind until the game tells me that it is possible.

Mobile Cover, as well, isn't usually a thing. Unless it is made obvious that we have some method to do that, either through someone having Gravity Shield and becoming Graviton Attuned, or a spell or some such, it isn't something we are going to see that often.

To you, those are both obvious solutions, to me they aren't realistic and aren't something I am going to think about.

That is because linear thinking puzzles, on the whole, rely on the designer's perceptions.

In the case of one of the most (in)famous ones in a Sierra game, the player runs into Rumplestilskin, he asks you his name, so of course you guess Rumplestilskin. That is incorrect. You get the clue, "Think backwards."

Which, obviously, means you want to spell out: Nikslitselpmur.

That is incorrect.

What the designer thought was "Obvious" was to reverse the alphabet so A=Z, B=Y, C=X etc etc, then spell the name out forward with the reversed alphabet.

I am sure designer Roberta Williams thought that this was an obvious clever solution. I missed it. Almost everyone I know missed it. I only know it because I begged my parents back in the 1980's to call Sierra's 1-900 hint line. (We didn't have the internet back then.)

So, it is a good idea to not ever assume that anything is common sense, because sometimes what is common sense to you, may not be common sense to others.

It wouldn't be optimal to not also close off alternative routes, but that would also require time to do so. Time that the NPCs probably don't have. Especially not if the PCs ahve just broken down the door, surprised you, and now you have to make the best of the situation with 4 guys. The don't have the numbers to go close off alternative routes and stop the PCs from going down the main entrance too. As to why there is cover left behind? It could be any number of reasons. Unless the enemy was expecting the PCs in the immediate future it actually seems very likely that stuff would be laying about that might be useful as cover. And if you had stated that this was a trap, I missed it. You didn't really outline that part of the scenario, you also didn't mention what lead up to it either. So there are a lot of possibilities.

As for vents not being the correct size in real life...that literally has no bearing here in a fantasy game. Don't make assumptions about real life and bring it into the game.

And you're whole point that this is a linear thinking puzzle...well no. Just look at the first post after mine, it suggested smoke grenades. A great way to make it through the gauntlet, and a very obvious one.

My point is players should have options, and just because the enemy has done something intelligent (like retreat to a hallway and use cover to kill the players if they decide to charge down it like idiots) doesn't mean the players can't win. You just need to give them options so they don't have to do the obvious dumb thing. Just like you shouldn't have NPCs do obviously dumb things.


Wrath wrote:

HWalsh, you've missed Claxons point here.

Good game design presents multiple options to tackle a problem rather than one.

Your Sierra example is perfect for this. They only provided one answer with no other way to progress so it became a stumbling block for people, many of whom gave up.

If you're going to present a corridor kill zone for the players to be forced to travel down without multiple ways to appraoch it, that is bad game design.

You have mitigated this somewhat by making the goblins crazy and self destructive though.

You can't present the goblins as crazy and self destructive in one part, and then go on in another post and suggest it's bad tactics to leave other avenues open for the players to approach from. That's counter intuitive to what you're trying to paint the goblins as.

This is the perfect scenario to make sure you got something available that the players can hack (lighting, defence systems, presssure release valves etc), or have moveable cover like crates, or present a maintenance system that a drone or Ysoki could move through.

Thank you Wrath, you get what I'm saying.

You can replace the goblins with humans, and you'd say that doing what you're suggesting the goblins do would be quite stupid. And waiting for the PCs to stumble down the hallway is a smart(er) move.

If the PCs don't do something smart they're going to take a lot of damage, possibly even die. It's dumb to just go down the hallway, but as long as your provide alternatives the party can encounter enemies that aren't dumb but also doesn't result in a TPK either.


Stash on rations and outstarve the goblins. It's a battle of will and they're goblins.


baggageboy wrote:
If we want to get into technicalities, most often we as players are the ones behaving unrealistically. I mean why would my group of spacehobos all focus on one guy at a time? Are we playing our ROLE, or are we ROLL playing? In combat I usually see/play the latter. I'm not advocating that players all of the sudden start playing stupid, (though the suicidal dwarf/barbarian troupe can be quite entertaining) but if the GM focuses fire on a character who is an obvious threat to the baddies (and who has taken actions to make it obvious) is that really so bad?

IRL it's a bad option, certainly. One person on a charge can be shot down by one or two of your guys, while the rest of you fire at the rest of the enemy. People who aren't being 'molested' by incoming fire have time to aim, think, and plan, and do those things rather more calmly than you can when the bullets/shells/spells are flying around you. On the other hand if the person charging is a Jedi or Howling Banshee, then I'm going to concentrate on them and leave the stormtroopers or Guardians for later. PF is closer to the latter, I think.


There's also the problem that 'IRL' getting shot usually removes you from combat. Most people stop fighting after being shot, usually to get treatment for their wound.

In Pathfinder and Starfinder, you typically don't stop being a threat until you go unconscious, which usually takes significantly more than 1 successful shot to accomplish.


Claxon wrote:

There's also the problem that 'IRL' getting shot usually removes you from combat. Most people stop fighting after being shot, usually to get treatment for their wound.

In Pathfinder and Starfinder, you typically don't stop being a threat until you go unconscious, which usually takes significantly more than 1 successful shot to accomplish.

Starfinder combat is a lot like shooting each other with Nerf guns, right up until the last shot. And even then it's not that bad most of the time.


Pathfinder Rulebook Subscriber
bookrat wrote:
Claxon wrote:

There's also the problem that 'IRL' getting shot usually removes you from combat. Most people stop fighting after being shot, usually to get treatment for their wound.

In Pathfinder and Starfinder, you typically don't stop being a threat until you go unconscious, which usually takes significantly more than 1 successful shot to accomplish.

Starfinder combat is a lot like shooting each other with Nerf guns, right up until the last shot. And even then it's not that bad most of the time.

TBF thats how it is in most rpgs. Very few RPGs make any HP above 1 meaningful. Most of the time you are totally fine until you are totally not.


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Yeah, but **** realism and death spirals.

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