Overhaul of the "Group" system
Posted: Fri Nov 09, 2007 9:45 pm
I'm not sure exactly how the group code works currently, but its never seemed to work the way its described. ranks seem to have little real effect on who gets attacked (if it does, its small), and still comes down to having the front rank manually rescue someone if they're attacked.
Since there seems to be a move towards 3.5 rules, what I'd like to see is the three ranks act as barriers to the ones behind them, either by coding in rescue attempts by the front rank or simply making the middle and back ranks unreachable unless you're big enough to attack over them (large can reach the middle, huge or bigger can get to the back).
Monsters that come to you (as opposed to you to them) should be treated as surprise attackers, so they can get to the other ranks, but when you walk in on a mob and engage combat, it seems extremely wonky that they can do what amounts to walking right past the first two ranks and hit the squishy caster on the back rank.
The spell system seems to work well with groups, allowing area spells to miss anyone in your group, so thats certainly a good thing, but aside from this, there just doesn't seem to be much that encourages grouping, aside from the obvious "strength in numbers", and the small increase in overall XP thats given. Maybe design quests to be more group-oriented? combats involving multiple mobs that makes it prohibitive to go in solo, certain quests that give rewards more geared towards a group (magic item/primary quest reward for the leader, plus, for example, a horde of valuable components or treasures for the rest of the group to split), and perhaps even allow these quests to be re-doable, though without the magic items (just the treasure items). This would have the added benefit of allowing components to be acquired in places other than select PC stores, which is always a good thing.
Since there seems to be a move towards 3.5 rules, what I'd like to see is the three ranks act as barriers to the ones behind them, either by coding in rescue attempts by the front rank or simply making the middle and back ranks unreachable unless you're big enough to attack over them (large can reach the middle, huge or bigger can get to the back).
Monsters that come to you (as opposed to you to them) should be treated as surprise attackers, so they can get to the other ranks, but when you walk in on a mob and engage combat, it seems extremely wonky that they can do what amounts to walking right past the first two ranks and hit the squishy caster on the back rank.
The spell system seems to work well with groups, allowing area spells to miss anyone in your group, so thats certainly a good thing, but aside from this, there just doesn't seem to be much that encourages grouping, aside from the obvious "strength in numbers", and the small increase in overall XP thats given. Maybe design quests to be more group-oriented? combats involving multiple mobs that makes it prohibitive to go in solo, certain quests that give rewards more geared towards a group (magic item/primary quest reward for the leader, plus, for example, a horde of valuable components or treasures for the rest of the group to split), and perhaps even allow these quests to be re-doable, though without the magic items (just the treasure items). This would have the added benefit of allowing components to be acquired in places other than select PC stores, which is always a good thing.