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Super solo rules, considered
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<blockquote data-quote="Fieari" data-source="post: 5744420" data-attributes="member: 16221"><p>The little girl was protected. For that session she was within the blizzard gale aura but untouched by it. And yes, 2D figures seeking after the PCs is pretty much how it went. Then the crayon drawings were able to come out.</p><p></p><p>Next session, she won't have the wind protection, but I have plans for that...</p><p></p><p>I think the real key element to this is that the players need to have something that their combat actions ARE useful towards at the same time that they are spending skill actions. Otherwise the three layers of armor can be more or less ignored, and effectively equal bonus rounds of actions for the supersolo-- which isn't as interesting as I'd hoped.</p><p></p><p>So yet again, something labeled "solo" really really needs other targets on the board, unless there's some way of providing additional targets from the core supersolo itself. I can think of ways of doing that with my version of Alabaster, for instance... perhaps it's time to bring him down a couple levels and give him supersolo capability.</p><p></p><p>Back to the nymph though, I think that having different abilities for each of the phases will be very helpful-- which brings us back to your pseudo-lolth idea again (just with fewer technical hitpoints and requiring skillchecks to transition phases, which I still love and am definitely keeping). For the session we just had, for instance, the only things that the nymph did were move (bringing the devestatingly scary blizzard gale aura with her) and fire off "Winter Wind" that did a little bit of damage and moved those she could see (again, I buffed it to push 3 squares).</p><p></p><p>For the next session, I'm planning on dropping Winter Wind, changing Wind Gust (which I never used, given that the players never got close enough) to an immediate interrupt ability targeting anyone moving towards the child, and then having her start using Nettling Wind as a minor (simulating the Blizzard Gale still being in effect, but weakened), with Hail of Arrows being her primary standard. To that end, the abilities will be modified to:</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> <strong>Nettling Wind</strong> (cold) * At-Will (Minor)</p><p>Attack: Close burst 5 (enemies in burst); +6 vs Fort</p><p>Hit: 1d10+3 damage, targets are slowed until end of their next turn</p><p>Miss: Targets are slowed until end of their next turn</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/br.gif" class="smilie" loading="lazy" alt=":branged:" title="Basic Ranged :branged:" data-shortname=":branged:" /> <strong>Hail of Arrows (Icicle Rain)</strong> (cold, weapon) * At-Will (Standard)</p><p>Attack: Area burst 1 (or 2?) within 20 (enemies in burst); +8 vs AC</p><p>Hit: 1d10+3 damage</p><p>Effect: Targeted area becomes difficult terrain</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Wind Gust</strong> * At-Will (Immediate Interrupt)</p><p>Trigger: Creature comes within 2 squares of child</p><p>Attack: Ranged 20; +6 vs Reflex</p><p>Hit: Target pushed 4 squares.</p><p>Miss: Target is slowed until start of targets next turn.</p><p></p><p>So that'll cover her until the chase sequence. Damage is reduced to what I know the players can take (from experience), such that 2d10+6 is the max they'll take in a round, if hit by both Nettling Wind and Icicle Rain.</p><p></p><p>For the chase, I need her to summon creatures since the girl won't be able to anymore. Perhaps animated snowballs that slow the players down? Ice bats? Her fly speed will be set to equal what the players can move at if they run flat out, making endurance checks in the process (I'll have to check what that speed it). Then to gain on her, they'll do the physical skill challenge-- OR they'll face her summons, which won't do damage, but will REMOVE success checks from the party's score on a hit. And she'll fire off single icicles for pegging damage, to keep the tension up. 1d6 unmodified.</p><p></p><p>When they finally catch her, she'll shift from ranged oriented to Melee focused. Her aura equivelent will cease pushing people away, but start pulling them in to where she can reach them, and then she'll dart away, becoming a skirmisher.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Frozen Knife</strong> (weapon, cold) * At-Will</p><p>Attack: Close Wall 5 (all enemies in wall); +8 vs AC</p><p>Hit: 1d10+4 damage, target is slowed (save ends) and the nymph slides up to 6</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> <strong>Calling Wind</strong> * At-Will (Minor)</p><p>Attack: Close Burst 5 (all enemies in burst); +6 vs Reflex</p><p>Hit: 1d6+3 damage, Target pulled up to 3 squares</p><p></p><p>Finally, when they've got her on the ropes, and she's desperately begging for her life with Fragile Beauty, there'll be one last summoning sequence needed. I think I'll have living winds that block line-of-effect to her, push players away, do minor damage, and give skill penalties. She herself will only attack with will targeting abilities that will remove successes (flipping how the chase sequence worked).</p><p></p><p>And in the end, it'll be a boss fight they will never forget. Just so long as I don't do so much damage as to use ALL their healing surges, they should be able to survive it, but they'll feel like they are holding on by a thread every single round, which is my hope.</p><p></p><p>Any thoughts on these revisions?</p></blockquote><p></p>
[QUOTE="Fieari, post: 5744420, member: 16221"] The little girl was protected. For that session she was within the blizzard gale aura but untouched by it. And yes, 2D figures seeking after the PCs is pretty much how it went. Then the crayon drawings were able to come out. Next session, she won't have the wind protection, but I have plans for that... I think the real key element to this is that the players need to have something that their combat actions ARE useful towards at the same time that they are spending skill actions. Otherwise the three layers of armor can be more or less ignored, and effectively equal bonus rounds of actions for the supersolo-- which isn't as interesting as I'd hoped. So yet again, something labeled "solo" really really needs other targets on the board, unless there's some way of providing additional targets from the core supersolo itself. I can think of ways of doing that with my version of Alabaster, for instance... perhaps it's time to bring him down a couple levels and give him supersolo capability. Back to the nymph though, I think that having different abilities for each of the phases will be very helpful-- which brings us back to your pseudo-lolth idea again (just with fewer technical hitpoints and requiring skillchecks to transition phases, which I still love and am definitely keeping). For the session we just had, for instance, the only things that the nymph did were move (bringing the devestatingly scary blizzard gale aura with her) and fire off "Winter Wind" that did a little bit of damage and moved those she could see (again, I buffed it to push 3 squares). For the next session, I'm planning on dropping Winter Wind, changing Wind Gust (which I never used, given that the players never got close enough) to an immediate interrupt ability targeting anyone moving towards the child, and then having her start using Nettling Wind as a minor (simulating the Blizzard Gale still being in effect, but weakened), with Hail of Arrows being her primary standard. To that end, the abilities will be modified to: :close: [b]Nettling Wind[/b] (cold) * At-Will (Minor) Attack: Close burst 5 (enemies in burst); +6 vs Fort Hit: 1d10+3 damage, targets are slowed until end of their next turn Miss: Targets are slowed until end of their next turn :branged: [b]Hail of Arrows (Icicle Rain)[/b] (cold, weapon) * At-Will (Standard) Attack: Area burst 1 (or 2?) within 20 (enemies in burst); +8 vs AC Hit: 1d10+3 damage Effect: Targeted area becomes difficult terrain :ranged: [b]Wind Gust[/b] * At-Will (Immediate Interrupt) Trigger: Creature comes within 2 squares of child Attack: Ranged 20; +6 vs Reflex Hit: Target pushed 4 squares. Miss: Target is slowed until start of targets next turn. So that'll cover her until the chase sequence. Damage is reduced to what I know the players can take (from experience), such that 2d10+6 is the max they'll take in a round, if hit by both Nettling Wind and Icicle Rain. For the chase, I need her to summon creatures since the girl won't be able to anymore. Perhaps animated snowballs that slow the players down? Ice bats? Her fly speed will be set to equal what the players can move at if they run flat out, making endurance checks in the process (I'll have to check what that speed it). Then to gain on her, they'll do the physical skill challenge-- OR they'll face her summons, which won't do damage, but will REMOVE success checks from the party's score on a hit. And she'll fire off single icicles for pegging damage, to keep the tension up. 1d6 unmodified. When they finally catch her, she'll shift from ranged oriented to Melee focused. Her aura equivelent will cease pushing people away, but start pulling them in to where she can reach them, and then she'll dart away, becoming a skirmisher. :bmelee: [b]Frozen Knife[/b] (weapon, cold) * At-Will Attack: Close Wall 5 (all enemies in wall); +8 vs AC Hit: 1d10+4 damage, target is slowed (save ends) and the nymph slides up to 6 :close: [b]Calling Wind[/b] * At-Will (Minor) Attack: Close Burst 5 (all enemies in burst); +6 vs Reflex Hit: 1d6+3 damage, Target pulled up to 3 squares Finally, when they've got her on the ropes, and she's desperately begging for her life with Fragile Beauty, there'll be one last summoning sequence needed. I think I'll have living winds that block line-of-effect to her, push players away, do minor damage, and give skill penalties. She herself will only attack with will targeting abilities that will remove successes (flipping how the chase sequence worked). And in the end, it'll be a boss fight they will never forget. Just so long as I don't do so much damage as to use ALL their healing surges, they should be able to survive it, but they'll feel like they are holding on by a thread every single round, which is my hope. Any thoughts on these revisions? [/QUOTE]
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