TJRat wrote: Randomness makes sense at the start of a melee, as does targeting those characters that stand out (taunting or damaging).
I would argue that large, physically imposing character or lightly armored or undefended characters would certainly stand out.
No where in our plans or my discussion has there been any attempt to 'metagame' by reducing AC. The cloak will only function by surprise - if you choose to run the encounter to prove a point about builds, then you're missing the point of the game.
It is not about "proving a point about builds."
True Grind is designed to be fun yet challenging.
When coming up with the monster stats and the abilities, I definitely have to be cognizant about what tokens exist. In order to create an appropriately scaled adventure, the existing token base is an independent variable that influences the monster stats which are a dependent variable.
TJRat wrote: I agree with the idea that monsters (if the encounter is set up as such) should cooperate similar to how players do. But then the DM should disclose monster vulnerabilities to the party, or the monsters should have to spend a few rounds to learn party vulnerabilities; even footing for two groups meeting perhaps for the first time.
Well, the monsters have encountered prior groups of humanoids who have stumbled into their cavern!
And some of these monsters have showed up in prior Grinds, so some players may recall patterns of monster behavior.
Monster vulnerabilities can be determined by Bardic Lore (which most Bards didn't bother to do).
And because all of the monsters are bona fide D&D monsters, those with some knowledge of D&D monster lore do have some general knowledge of monster abilities, attacks, and vulnerabilities.
Turns out that was the case, doesn't it? While the baddie was pounding on the lifeless corpse of our barbarian, the five characters who were actually damaging it underwater killed it. Still wonder why the barbarian wasn't allowed to melee attack because he wasn't able to deal with water, yet he was bashed to death in melee....
The Barbarian was a land-dweller unfamiliar with water combat.
The water monsters were in their natural habitat and with natural weapons conducive to underwater combat.
TJRat wrote: 'Obvious' is relative. You're saying your monster chose a barbarian, lying dead two combats over, as a threat? Rippling muscles I'll buy, but 'loincloth?' Nonsense. He was wearing a full set of armor.
Also, seems like your theoretical monster is judging these books by their covers. Big doesn't mean slow, and lots of armor doesn't mean best protected.
TJRat wrote: I can only agree. However, there were no loincloths involved. If we delve into the tactical situation and try to sort out the mindset of the monster, we'd get lost in details. Suffice it to say that our barb was lying dead two combat boards over. He was wearing armor.
True Dungeon (and even pen and paper or computer games) end up being an abstraction.
Unlike the hypothetical monster, I don't actually get to see whether your armor is coming from a suit of armor, your agile dexterity, or magical forcefields. Perhaps your Barbarian armor is patchwork. Maybe it is made of supple material, softer than hard metal.
All I get is AC, which is an abstraction of how well defended your character is and how well defended they appear to the monster.
Despite efforts to explain the monster's actions in a convoluted and unending spiral of 'perhaps' statements, Incognito chose to focus the monster's attention on one character. This runs counter to our experience in regular runs and hit us hard. Throw in the pace of grind and the chaos inherent in the setup, and you may see how this didn't end well for us.
I am sorry that you were taken unaware by the Grind monster behavior which differed from the monster behavior in regular runs.
I have always tried to be transparent in noting that Grind monsters are smarter than the average TD monster.
As I have always made clear that some archetypes are perceived to be as larger threats and are more likely to be attacked in Grind - noisy Bards doing bardsong, glass cannons (particularly Barbarians, Monks, and Rangers), fragile Wizards unleashing torrents of arcane energy, etc.
True Grind IS intended to be more challenging than a typical True Dungeon run.
TJRat wrote: Your reference to 'punishing' players is revealing. Your statements that you study potential builds and token powers before building grind also tells me that you see grind as a different experience - a direct competition between you and the party. Maybe that's how you feel you have to approach it to provide a challenge.
Fine. That's not ours.
Of course I study potential builds and token powers.
Part of it is so I can establish a baseline (based on hypothetical token builds) to determine appropriate monster stats.
Part of it is to include easter eggs and to allow obscure and cornercase tokens to actually be useful.
And part of it is to ensure that the adventure is challenging (yet still beatable).
My personal philosophy (in life and in TD) is that a challenging victory (or even a noble defeat) is far more satisfying than an easy win.
But I do recognize that some people prefer other things, such as easily stomping the opposition or one turn killing the monsters. The challenge level of Grind is not designed for this psychographic group (except maybe Normal level).
In the past there have been TD veterans who did not like Grind because they felt that with their tokens, they "deserved to win." Within the DDA, I know that Bridget and Jason are not fond of Grind. And while the late JimC did play Grind, he was unhappy when his character (with an overpowered Artifact) was not able to single-handedly win the adventure. Back in WYC 2014, his Grind group ended up losing (ran out of time), mainly because of a lack of teamwork.
TJRat, I am saddened that you and your friends did not have a good time at Grind this year. While I readily admit there are things that can be improved for next year, I also get the feeling that we may have differing philosophies on the nature of "fun" and "challenging." I do hope that you give Grind another try in the future, but I understand if you do not.