» Fri May 27, 2011 5:53 pm
Enemies that break the concept of "if it has stats we can kill it". Sometimes, just enemies that you survive, not necessarily defeat. Enemies that require a variety tactics, such that characters with different skillsets (but roughly the same level) may find them either difficult or easy to deal with.
Swarms: Rats, stinging insects. Weapons do essentially nothing (maybe kill one rat per strike). Area effect damage spells are the way to go.
Incorporeal spirits: You either have to banish them or avoid them (but if you cause them to expend all of their energy, they're harmless for a while). Poltergeists would be invisible, and would tend to throw things at you, trigger traps, or just make spooky sounds. Fire spirits could ignite flammables around you (and gain strength from the fire), could cause fire from your torch to leap off and attack you, and so on.
Wolf-packs: Several animals, run close to you (but keep a safe distance), keep circling you, and attempt to attack you from behind or on your sides and drag you down where others can pile on. Werewolves would probably use similar tactics.
Flying enemies: True flight, not the ridiculous hovering of cliff racers. If they were like cliff racers, they would circle much higher, looking for prey. They would swoop or drop to attack. If you're lucky, you might hear a shriek or see a shadow racing at you before they hit. Some of the stronger or smarter ones might try to drop objects on you, or pick you up and let gravity do the dirty work.
Balanced Parties: That is, groups that have tanks, flankers, ranged strikers, healers, and so on and work together to amplify their threat level. Such groups would also be subject to morale penalties when allies are killed. Generally NPCs, but could also apply to daedra, certain types of undead, or goblins.
Ambush: Spiders climbing the walls and dropping from the ceiling on threads; underwater creatures attacking you when you get close to the water's edge; camouflaged enemies that are aware of where the player is looking and completely freeze when the player looks in their direction (like the creepy "statue" splicers in Bioshock)
Thief-geared enemies: Enemies that are particularly unobservant, but which will pummel the holy hell out of a character in combat (ie, are easy for a thief character to avoid, but lethal for a fighter or combat mage). Alternatively, enemies that are almost impossible to fool with illusions, but not too incredibly tough.
Also, resisting illusion magic should be a function of willpower, not NPC/creature level. Certain enemies should be highly susceptible, other enemies should be very resistant to mental tampering.