The problem with players setting the pace is that it removes a portion of the fight which is the sense that the big-bad is all-powerful.
If the raid boss isn't pulling our strings and forcing us to react to events, then why should we have any reason to fear her/him/it? They're nothing. If they let us walk all over them, why are they a raid boss exactly?
This concept would work in an encounter where [b]we[/b], the players, are the ones on the defensive but not when we are attacking.
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[quote]The problem with players setting the pace is that it removes a portion of the fight which is the sense that the big-bad is all-powerful. If the raid boss isn't pulling our strings and forcing us to react to events, then why should we have any reason to fear her/him/it? They're nothing. If they let us walk all over them, why are they a raid boss exactly?[/quote] The idea behind this is that WE are the all-powerful ones, and the ones we're fighting are the underdogs trying to bring us down. It's essentially role-reversal. Most Raid bosses are just impenetrable shields, confusing mechanics, one-hit-kills, and tons of health. A boss that had NONE of those and instead relied on fighting smarter to take us out could provide us with a unique boss fight. [quote]This concept would work in an encounter where we, the players, are the ones on the defensive but not when we are attacking.[/quote] That....actually sounds kind of awesome. I like the idea of a Raid where we're defending our territory rather than sending in a strike team to take out some big bad.