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Super solo rules, considered
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<blockquote data-quote="Upper_Krust" data-source="post: 5711337" data-attributes="member: 326"><p>Hey Fieari mate! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Thats 4E for you. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>It really gets much easier because there is so much synergy advantages at epic level.</p><p></p><p></p><p></p><p>I think thats a safer proposition...if even that.</p><p></p><p></p><p></p><p>Thats it exactly, I much prefer to spend relatively large amounts of my own money commissioning art for vapourware. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /></p><p></p><p></p><p></p><p>We'll know in a few weeks I suspect.</p><p></p><p></p><p></p><p>I use the example for my Idol of Kali, but I am not sure its something you want to use at low heroic levels.</p><p></p><p></p><p></p><p>I'd just nerf the action point idea altogether. I like to give my solo's a Standard, Move, Minor and Triggered Action, plus potentially an Aura.</p><p></p><p>Move Actions should be 75% of a standard</p><p>Minor Actions should deal 50% damage of a standard</p><p>Triggered Actions probably depend on the selectiveness of the trigger</p><p></p><p></p><p></p><p>Its interesting trying to come up with the 'non-combat phase' of fights. Most of the unique ones are generally location specific.</p><p></p><p></p><p></p><p>With supersolos, you want them really powerful but laterally rather than focused. The problem with solos is making them a challenge without necessarily able to kill a PC each round or two. </p><p></p><p></p><p></p><p>Kewl, I think WotC are releasing a new Feybook soon.</p><p></p><p></p><p></p><p>I'm tweaking some rowboat rules for my dire croc fight in the VB.</p><p></p><p></p><p></p><p>Already read the posts, I'll try and swing by over the next 24 hours and comment.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 5711337, member: 326"] Hey Fieari mate! :) Thats 4E for you. :) It really gets much easier because there is so much synergy advantages at epic level. I think thats a safer proposition...if even that. Thats it exactly, I much prefer to spend relatively large amounts of my own money commissioning art for vapourware. :o We'll know in a few weeks I suspect. I use the example for my Idol of Kali, but I am not sure its something you want to use at low heroic levels. I'd just nerf the action point idea altogether. I like to give my solo's a Standard, Move, Minor and Triggered Action, plus potentially an Aura. Move Actions should be 75% of a standard Minor Actions should deal 50% damage of a standard Triggered Actions probably depend on the selectiveness of the trigger Its interesting trying to come up with the 'non-combat phase' of fights. Most of the unique ones are generally location specific. With supersolos, you want them really powerful but laterally rather than focused. The problem with solos is making them a challenge without necessarily able to kill a PC each round or two. Kewl, I think WotC are releasing a new Feybook soon. I'm tweaking some rowboat rules for my dire croc fight in the VB. Already read the posts, I'll try and swing by over the next 24 hours and comment. [/QUOTE]
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