I'm curious how other DM's have worked with Solo Monsters so as to help me in construction of encounters. Assuming the typical party of 5 among all the key types of characters...Fey Warlock, Artful Rogue, Wis based Cleric, Sanctioning Paladin, all arounder Druid. Currently level 11's.
I've found running a Solo alone to be pointless, as I'm sure most DM's have. The only way a true solo would challenge the party is if its defenses were unreasonably high meaning it would probably be at least +5 or so levels above. This isn't anything new though.
Since then I've tried running two solo creatures (often same level or -1 level) and still the battle runs poorly. The party can often all but lock down at least one creature at a time making it nearly useless with effects like daze, or immobile, or even slowed while keeping distance.
I've also tried running solo's with minions. This has worked to some degree, but it still typically means that the status effects shut down the solo's effectiveness for the round while the rest of the party focuses on minion duty.
What I haven't tried is simply running a normal encounter...say 5 PC vs 5 enemies, and simply adding a 6th enemy in the form of a solo monster. Would something like this make them more appropriate?
I'm at the point where I think I'd prefer to scale solo's back to elites, and just use them that way. Elites seem to mesh fine when working with multiple other baddies.
Any thoughts or suggestions? Do solo's become more effective past heroic tier as true solo's for anyone playing a high end campaign? Do they simply require some rediculous amount of terrain advantage to work as true solo's?
I've found running a Solo alone to be pointless, as I'm sure most DM's have. The only way a true solo would challenge the party is if its defenses were unreasonably high meaning it would probably be at least +5 or so levels above. This isn't anything new though.
Since then I've tried running two solo creatures (often same level or -1 level) and still the battle runs poorly. The party can often all but lock down at least one creature at a time making it nearly useless with effects like daze, or immobile, or even slowed while keeping distance.
I've also tried running solo's with minions. This has worked to some degree, but it still typically means that the status effects shut down the solo's effectiveness for the round while the rest of the party focuses on minion duty.
What I haven't tried is simply running a normal encounter...say 5 PC vs 5 enemies, and simply adding a 6th enemy in the form of a solo monster. Would something like this make them more appropriate?
I'm at the point where I think I'd prefer to scale solo's back to elites, and just use them that way. Elites seem to mesh fine when working with multiple other baddies.
Any thoughts or suggestions? Do solo's become more effective past heroic tier as true solo's for anyone playing a high end campaign? Do they simply require some rediculous amount of terrain advantage to work as true solo's?