idea for a training scenario
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a lot of weak enemies with ekstremely high to hit, but kwite low damage
purpose: to make high ac irrelevant, and force players to soak damage with hp, and counteract the attacks with formations, strategies and tactics
this should help people rely less on potions that give high ac to basically make them invulnerable so their powergamed pc's can walk through kwests with almost no real challenge
this should force players to work more as a team, in more clearly defined roles, with fewer players carrying all the wait, including needing to cycle tanks off the front lines for healing, for others to refresh the front lines, and to take note of how much healing is available.
having a known, somewhat ekwal amount of resources, like potions, amongst the players should help them calculate more easily the logistics rekwired to succeed, given that these is the same each time the mission is started.