I know there's no shortage of ideas, like these or [MENTION=79594]Morgan_Scott82[/MENTION] ideas. Here's mine...
In the Epic part of my Dark Sun campaign, I HAD to fix the numerous Sorcerer-King solos to make them remotely threatening (they really aren't). The one issue I aimed for was preventing control-locking of all their actions.
The way I did it is adding "Solo Actions" to all of them.
* Each Solo has two extra actions (Solo Action 1 & 2)
* They take place right after the next two PCs in the init order
* Each is a predefined, basic single-target attack. E.g. Claw for SA1 and Bite for SA2; or maybe a fly-by for a Skirmisher; a beholder's ray.
* Solo Actions are not affected by conditions (including marks)
Also:
* Remove or restrict the solo's power which are multiattacks and at-will zones
* Reduce to 1AP and +2 saves
This is the only nifty way I found to let controllers have their fun (they can still lock up the solo's "main turn") without granting the Solo frustrating immunities, and save bonusses. Players were fine with it.
It's a bit like the MV's Dragon's Instinctive actions, except it doesn't brutally remove conditions, rather temporarily ignores them.
In the Epic part of my Dark Sun campaign, I HAD to fix the numerous Sorcerer-King solos to make them remotely threatening (they really aren't). The one issue I aimed for was preventing control-locking of all their actions.
The way I did it is adding "Solo Actions" to all of them.
* Each Solo has two extra actions (Solo Action 1 & 2)
* They take place right after the next two PCs in the init order
* Each is a predefined, basic single-target attack. E.g. Claw for SA1 and Bite for SA2; or maybe a fly-by for a Skirmisher; a beholder's ray.
* Solo Actions are not affected by conditions (including marks)
Also:
* Remove or restrict the solo's power which are multiattacks and at-will zones
* Reduce to 1AP and +2 saves
This is the only nifty way I found to let controllers have their fun (they can still lock up the solo's "main turn") without granting the Solo frustrating immunities, and save bonusses. Players were fine with it.
It's a bit like the MV's Dragon's Instinctive actions, except it doesn't brutally remove conditions, rather temporarily ignores them.