PJ156 wrote...
My problem is I cannot test every combination of party and, by the time you get to lv 14, there are lots of combinations.
PJ
True - you cannot test every combination. But that is not the issue. The issue is encounter makeup. Encounters should be structured such that most parties
can defeat them.
Encounter creation is not about difficulty, but about the
perception of difficulty.
I test with a party that has one of every major class: fighter, wizard, rogue and divine caster. Anyone else is a bonus. The core group of four should be able to win the encounter.
I haven't nailed down my final decision on party size yet (right now I'm going with 5 or 6 - it will probably be six). There are going to be instances when I will spawn extra monsters if I check and see the party has an additional tank, or an additional wizard, etc. Depending on party makeup, I can spawn monsters that fit the scenario better.
I think that's part of the trick - you can do some really neat stuff with scripting and it has the side benefit of making the encounter semi-unique to each party, so each time the person plays the mod, if they adjust their party, they'll get something slightly different.
Example: A fight might spawn one big melee fighter (meant to be tanked by the party's one tank), and a couple secondary shamen plus a handful of archers. If you see the PC party has two tanks, then maybe you spawn two big bad melee fighters and fewer archers with the idea the PC party has to tank each one down. Or maybe you see the party makeup is rather squishy with multiple wizard types, so you spawn more archers instead, with the idea that the wizards will cast Protection from Arrows and then nuke away at the ranged adversaries.
It makes sense to look at the party makeup and then adjust the encounter - when possible.
And I'm talking mostly about big boss encounters. For the trivial stuff on the way... it should be easy, but present the perception of a challenge.
Modifié par ColorsFade, 14 juin 2013 - 05:34 .