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Yet another Solos fix: "Solo actions"
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<blockquote data-quote="doctorbadwolf" data-source="post: 7055624" data-attributes="member: 6704184"><p>I like it. </p><p></p><p>What I did was similar, in some ways. </p><p></p><p>1. Solo's can always use their minor action, unless they are dead. No exceptions. </p><p></p><p>2. Solo's gain an extra "turn", halfway through the initiative order, in which they can take one Standard Action. Their extra turn ignores conditions. On this turn, they can also either take a Minor Action, or make an extra attempt to save against a condition. </p><p></p><p>3. Many Solo's get extra benefits against stun-locking, like dragons' tails thrash while stunned, and they have a chance of buffeting you with their wings. Mage-style solo's get aura-blasts. These things happen as an Immediate Action that trigger on being stunned or incapacitated. </p><p></p><p>Some of these also trigger when the Solo is first bloodied in a fight. </p><p></p><p>I also always review solo monsters to make sure they have ways to give themselves space, ways to put conditions on PCs, ways to heal using minor actions, etc. </p><p></p><p>IMO, if the enemy can't reasonably be given multiple turns in initiative, or multiple Standard Action equivelents on it's turn (minor action attacks powers that matter, etc) then it shouldn't be a Solo. Give it allies, and ways to use the terrain, hazards, etc, against the PCs. </p><p></p><p>It makes them pretty scary, actually, and <em>much</em> more capable of challenging a full party.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7055624, member: 6704184"] I like it. What I did was similar, in some ways. 1. Solo's can always use their minor action, unless they are dead. No exceptions. 2. Solo's gain an extra "turn", halfway through the initiative order, in which they can take one Standard Action. Their extra turn ignores conditions. On this turn, they can also either take a Minor Action, or make an extra attempt to save against a condition. 3. Many Solo's get extra benefits against stun-locking, like dragons' tails thrash while stunned, and they have a chance of buffeting you with their wings. Mage-style solo's get aura-blasts. These things happen as an Immediate Action that trigger on being stunned or incapacitated. Some of these also trigger when the Solo is first bloodied in a fight. I also always review solo monsters to make sure they have ways to give themselves space, ways to put conditions on PCs, ways to heal using minor actions, etc. IMO, if the enemy can't reasonably be given multiple turns in initiative, or multiple Standard Action equivelents on it's turn (minor action attacks powers that matter, etc) then it shouldn't be a Solo. Give it allies, and ways to use the terrain, hazards, etc, against the PCs. It makes them pretty scary, actually, and [I]much[/I] more capable of challenging a full party. [/QUOTE]
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Yet another Solos fix: "Solo actions"
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