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  • Boss XP

    In particular im thinking the Emissary XP needs a boost. For a 12th level char, the 6 zombies in the start area are worth 384xp, and the Emissary (who is easily tougher) is worth 120xp and drops no treasure.

    That's probably why most people run Argyle but flee when he appears. Risk vs. reward seems pretty skewed in this case, resulting in a permanent pissed off Emissary at the transition point.

    Also, does he really need to have the run speed and perception range of a blind muppet? (i understand why this was done, but at least he could run at the same speed as a normal mortal?)
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  • #2
    He drops and AWESOME glowing head! I think the three mini bosses in the crypts have few HP than the zombies too, if the heals are right
    Bree - Bookkeeper and diplomat of Exigo.

    Becky Dragonhin - Sword of the Loyal Fury, Knight of the Triad... the only Good hin in Sundren???
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    • #3
      The fact that zombies there are able to be killed by a 12th level character (and below, in some cases I've heard) and are worth that much xp is itself a more pressing issue, in my opinion.

      That the boss is worth less xp is a negligible problem in comparison.
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      • #4
        Lol, I've seen 7th level characters kill them...

        And yes, decreasing the zombie xp would be an equally good solution. Now that they are critical hittable they are xp heaven.
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        • #5
          They're not worth 384 xp. They're worth 64 each for a level 12 PC. This is not atypical for Sundren mobs in many areas (Viridale orcs for tanky fighters, Veritas for Clerics and some Warlocks). The Demon Emissary is worth 120 because that's the maximum XP you can gain per kill from any monster when you're solo. If you want bigger rewards for those iconic mobs, you have to be in a party, which can raise your xp-per-kill cap to as high as 200.
          Originally posted by Cornuto
          Glad everyone's being extra fucking ridiculous today.

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          • #6
            64x6 = 384xp. I was noting that 6 zombies at once are still easier than the Emissary. Whether in a party or not in a party.

            And that's without taking into account the zombies you can lure and fight one at a time.
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            • #7
              Originally posted by thaelis View Post
              64x6 = 384xp. I was noting that 6 zombies at once are still easier than the Emissary. Whether in a party or not in a party.

              And that's without taking into account the zombies you can lure and fight one at a time.
              r3 was making a point.

              Point being that a level 12 is solo'ing mobs that are worth 64exp a piece, a feat that is already up and above the average benchmark. As stated previously in the thread, the simplest (and, as it turns out, easiest) way to up the XP of a mob is to up the amount of people in your party.

              As for the XP of a single, boss mob? Eh, I don't think it's that big a deal - except when you leave it at the transition point for some poor soul to die too.
              Originally posted by ThePaganKing
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              • #8
                Originally posted by roguethree View Post
                The Demon Emissary is worth 120 because that's the maximum XP you can gain per kill from any monster when you're solo.
                Well that basically means no, his xp reward can't be changed. So i think the zombie xp should be reduced >< But, everyone seems pretty happy the way it is so maybe its me thats crazy...
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                • #9
                  What might work is a bit of a mixup with the spawn types in that section.

                  Supplementing the Emissary with some fast and agile companions (Hellhounds for example) would stop people from running for it (unless they want to be AOO'd to death) and force them to employ other tactics or stop them from completeing all three mini points that are required to spawn him.

                  Adding something similar to the zombies, or a larger Behemoth style zomb into their spawns to crack the simple tactics that are used against them at the moment.

                  Hmm... Actually... I can think of a few different things that would spice up that section of the map.
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                  • #10
                    My level 19 doesn't have a problem with the emissary. You're probably just playing wrong.

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                    • #11
                      The zombies could move faster too (think 28 Days Later instead of Walking Dead)... after all, they're demon flesh, not puny little human flesh!... and maybe Abysshounds instead of Hellhounds
                      Bree - Bookkeeper and diplomat of Exigo.

                      Becky Dragonhin - Sword of the Loyal Fury, Knight of the Triad... the only Good hin in Sundren???
                      Cybil Gelley (Retired)
                      Perry Turnipfodder - aspiring talent, happy chronicler.

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                      • #12
                        Roleplaying >>> Powerlevelling

                        Please don't turn Sundren into Diablo.
                        "Life is a game. The only thing that matters is whether you're a pawn or a player."

                        ~Zvarich

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                        • #13
                          Originally posted by Dihydrogen Monoxide View Post
                          Roleplaying >>> Powerlevelling

                          Please don't turn Sundren into Diablo.
                          Correct, but leveling and/or making numbers bigger is an integral part of the D&D experience.

                          It's pretty apparent that the spawns in the area could do with some tweaking - As it stands pretty much everyone just goes there to level these days because when it comes to risk/reward it's a goldmine.

                          If level 12s (and below) can solo the place, and groups of level 7s can trounce it then there is clearly something askew.

                          Either the CRs need to be adjusted downward to reflect the levels going there (the place was built with levels 16-19 in mind), reducing the XP to comparable amounts, or the creatures need to be modified so that they present a challenge to their supposed level range and a terrible threat to those far below it.

                          Creating a challenge could be as simple as forcing a change of tactics away from the ones that currently see easy rewards.
                          It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
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                          • #14
                            The mages would be terrified if the zombies moved faster than a 12th level monk does... No matter how many walls of fire you use
                            Bree - Bookkeeper and diplomat of Exigo.

                            Becky Dragonhin - Sword of the Loyal Fury, Knight of the Triad... the only Good hin in Sundren???
                            Cybil Gelley (Retired)
                            Perry Turnipfodder - aspiring talent, happy chronicler.

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                            • #15
                              I bet they would be!

                              Mix it up I rekon. Beef up the zombs a touch and add in something faster to prevent the cheese and run tactics that are so common currently.

                              I've a funny idea for the archers as well.

                              Maybe a rare spawning, fragile but really really fast critter that explodes if it hits you, dumbing a Cloudkill and Grease on in the process.
                              It is the greatest of all mistakes to do nothing because you can only do a little - Do what you can.
                              Sydney Smith.

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