Author Topic: Monster behavior & Aggro Control  (Read 1129 times)

Merry Munchkin

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Re: Monster behavior & Aggro Control
« Reply #25 on: October 02, 2024, 05:26:53 PM »
Just repeating myself tho. The baseline should be you first deal with the enemy in front of you, period. Going after anybody else should be a rare exception (ruled by skills, stats, outstanding damage output), not the rule.

But this is the baseline rule even allowing for antagonize to create distractions -- the default AI still is the default AI.  Monsters will beat up on whatever they perceive to be the "weakest", unless acted upon by an outside force.  That force (antagonize) should be less effectual against smarter/wiser opponents (reflected in a beefed up concentration score) versus much stupider monsters.  Even then, the distraction should only be effective for a few rounds (5, just like taunting?).  I like the idea.  Needless to say, I acknowledge it might be a pain in the rear to edit all the critters in PoTM to adjust their concentration scores appropriately.


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BraveSirRobin

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Re: Monster behavior & Aggro Control
« Reply #26 on: October 02, 2024, 07:01:04 PM »
I'm sure there were actions or feats in base DnD that had some sort of shield, or lock/intercept qualities. If not, this feature may be a dead-on-arrival suggestion for not being faithful to the PnP experience.

Alcoholic Squirrel (Birdman)

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Re: Monster behavior & Aggro Control
« Reply #27 on: October 03, 2024, 01:27:58 AM »
I'm sure there were actions or feats in base DnD that had some sort of shield, or lock/intercept qualities. If not, this feature may be a dead-on-arrival suggestion for not being faithful to the PnP experience.

I wouldn't say so since despite what the server has insisted in the past; it has implemented homebrew material/variations before and things like this do exist.

Class Features from the Knight Class for example

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Test of Mettle (Ex): Starting at 4th level, you can shout a challenge to all enemies, calling out for the mightiest among them to face you in combat. Any target of this ability must have a language of some sort and an Intelligence score of 5 or higher. Creatures that do not meet these requirements are immune to the test of mettle. You must have line of sight and line of effect to the targets of this ability.

As a swift action, you can expend one use of your knight's challenge ability to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the test of mettle ends for that specific target.

If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your knight's challenge ability for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a knight against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your knight's challenge ability in this manner per day.

The effect of a test of mettle lasts for a number of rounds equal to 5 + your Charisma bonus (if any). Whether a creature fails or succeeds on its save against your test of mettle, it can only be targeted by this effect once per day.

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Shield Ally (Ex): Starting at 6th level, as an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.

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Improved Shield Ally (Ex): At 14th level, your ability to absorb damage increases. Once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.

Jester has this action as part of their Jester Performance options.

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Taunt (Su): A jester with 3 or more ranks in Perform (comedy) can attempt to hurl such stinging insults against a foe that his opponent loses his temper in an explosive display. The jester targets one creature within 60 feet that shares a language with him. The target must be able to hear the jester for this ability to have an effect. The target can make a Will save (DC 10 + 1/2 jester's level + jester's Cha modifier). If he fails, the target gains a +1 morale bonus on attack rolls but takes a -2 penalty to Armor Class. On its next turn the affected target takes the most direct route possible (charging if able) toward the jester that avoids any obviously dangerous terrain, such as a pit of bubbling lava. The target may stop if an opponent blocks its path and can move around its foes in such a way as to avoid provoking attacks of opportunity (unless able to charge). If the target does provoke an attack of opportunity due to this movement, it immediately gets to make another Will save, this time with a +2 bonus. The jester must use a free action to continue to taunt his opponent each round, and if he cannot complete this act the taunt's effects immediately end. This is a mind-affecting, language-dependant ability.

I'm sure there are many more feats, skills, skill tricks, and abilities in D&D 3.5 that would allow characters to take control of aggro which in a TTG isn't all that special, but in NWN this would actually be quite useful.

I have doubts that Knight will ever become a class on the server, but would recommend these class features or variations of them are possibly made into feats or abilities characters can use. These would encourage team play which would be in-line with the dev teams vision.
« Last Edit: October 03, 2024, 01:29:43 AM by Greasus Goldtooth (Birdman) »

Maffa

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Re: Monster behavior & Aggro Control
« Reply #28 on: October 03, 2024, 01:49:47 AM »
Just repeating myself tho. The baseline should be you first deal with the enemy in front of you, period. Going after anybody else should be a rare exception (ruled by skills, stats, outstanding damage output), not the rule.

But this is the baseline rule even allowing for antagonize to create distractions -- the default AI still is the default AI.  Monsters will beat up on whatever they perceive to be the "weakest", unless acted upon by an outside force.  That force (antagonize) should be less effectual against smarter/wiser opponents (reflected in a beefed up concentration score) versus much stupider monsters.  Even then, the distraction should only be effective for a few rounds (5, just like taunting?).  I like the idea.  Needless to say, I acknowledge it might be a pain in the rear to edit all the critters in PoTM to adjust their concentration scores appropriately.

Ah yes, I wasnt commenting on the Antagonize/Taunt proposal, which makes sense. What I am saying is that before any further proposal, the AI default should be "melee attack the closest by default" (ranged and magic attacks should be allowed to pick their targets more freely). And I do not know  if it is possible at all because I thought I remembered that was hardcoded by Beamdog. Any other proposals, like antagonize or "shield companion" or stealth skills that makes a less conspicuous in battle (i.e. the contrary of Taunt), should be added on top of this one because this is the necessary condition for the others to work properly I feel (not that they become useless, you can still use them, but still).

If it is not possible modify the standard behaviour all these proposal are basically moot.


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