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Yet another Solos fix: "Solo actions"
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7056557" data-attributes="member: 82106"><p>I've never been that fond of the idea that cutting hit points is the 'cure' for 4e combat. I think its just that 4e combats REALLY need to be extraordinarily dynamic, and heavily plotted. So you'd very rarely be 'just fighting' some monster and caring about cutting it down to zero hit points. That might be the most expedient path to achieving your goals, but its just as likely that tossing it into a pit, forcing your way past it, demoralizing it, or holding it off for 3 rounds could be equally likely options. In those cases the durability of monsters plays INTO the system and makes it work better. The relatively non-durable monsters of some other editions don't really work for those scenarios as well. </p><p></p><p>Anyway, I think there's a case to be made for solos being pretty sparingly used, as such. Elite monsters often do work better. In a lot of cases its just the nature of the action-denial problems that solos have.</p><p></p><p>However, some of the best encounters I've run were using MM3/MV solos in a variety of situations, even against a couple of characters. Their extra action mechanic is really nice. Once I turned a level 8 (I think its level 8, something like that) white dragon into a super monstrous werewolf. It was stupid awesome. Just a straight reflavoring, no mechanical changes. Crashing around in a sawmill, complete with the innocent girl tied to the saw table, etc. It was quite kitsch, and exceedingly entertaining. I think it only took maybe 90 minutes, which was fine for a capstone encounter.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7056557, member: 82106"] I've never been that fond of the idea that cutting hit points is the 'cure' for 4e combat. I think its just that 4e combats REALLY need to be extraordinarily dynamic, and heavily plotted. So you'd very rarely be 'just fighting' some monster and caring about cutting it down to zero hit points. That might be the most expedient path to achieving your goals, but its just as likely that tossing it into a pit, forcing your way past it, demoralizing it, or holding it off for 3 rounds could be equally likely options. In those cases the durability of monsters plays INTO the system and makes it work better. The relatively non-durable monsters of some other editions don't really work for those scenarios as well. Anyway, I think there's a case to be made for solos being pretty sparingly used, as such. Elite monsters often do work better. In a lot of cases its just the nature of the action-denial problems that solos have. However, some of the best encounters I've run were using MM3/MV solos in a variety of situations, even against a couple of characters. Their extra action mechanic is really nice. Once I turned a level 8 (I think its level 8, something like that) white dragon into a super monstrous werewolf. It was stupid awesome. Just a straight reflavoring, no mechanical changes. Crashing around in a sawmill, complete with the innocent girl tied to the saw table, etc. It was quite kitsch, and exceedingly entertaining. I think it only took maybe 90 minutes, which was fine for a capstone encounter. [/QUOTE]
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