Wizards of the Coast has previewed (part of) the stat block for one of its iconic monsters on social media. Take a look!
I am pretty confident the damage will be bigger than the dragon, but still to low. The 2014 could make 8 attacks in a round. Each attack can't do enough damage, IMO, if you are dividing its DPR by 8.
The trouble with monsters that hit like a brick outhouse is that if the party lose initiative that's one PC dead, even if they eventually win.
The banish thing is intended to take a party member out without actually killing them.
Why? Characters dying as a result of a bad dice roll really isn't fun. If they die it should be the result of a tactical blunder.Yes its very annoying.
Perhaps on the monster design side, but not on character design side. Characters had a lot of powers that required several foes to be used or at least to be effective. And as every power was independent instead of using some shared pool of uses, if you had many of such powers and faced a solo foe your "power budget" for the encounter was cut significantly.
It depended entirely whether the party had single target powers or multi target powers. And in the latter case not being to use most of your powers is not a fun sort of difficult as a player.Maybe because its been 10 years since I played 4E, I am losing the gist of your point here amigo...
Are you saying 4E Solo monsters were less effective vs. the Party or more effective?
Why? Characters dying as a result of a bad dice roll really isn't fun.
If they die it should be the result of a tactical blunder.
It depended entirely whether the party had single target powers or multi target powers. And in the latter case not being to use most of your powers is not a fun sort of difficult as a player.
Surely the onus was on the player to pick their Class (Controller, Defender, Leader, Striker) and choose powers appropriately.
Obviously a mix of classes are better 'all round' whereas 4 Strikers maybe make mince meat of a Solo monster but struggle against larger groups.
I just think it is bad design. It was long time ago, but I think I played a whirlwind barbarian. A lot "hit one enemy, move, hit another enemy" type of powers. And whilst fighting solos, most of my encounter stuff did nothing. It was boring, unfun. I just think design where there is a shared pool (spell slots, superiority dice etc) that the powers use and can be used multiple times if needed is far better system. Then if you have at least one power that is usable in the situation you're not locked out of most of your power budget.
DC 24 CHA save Banish is broken when the character might very well have a +0 or +1 to that save.
You never blow your most powerful abilities/spells until you need to.
These are the fights you save them for. Epic Tier casters have two 6th and 7th and one 8th and 9th level spell, that's plenty.
Backwards thinking. Against a CR 24 monster you will use "most powerful abilities" because the odds are that will be the most powerful monster you battle that day - that's what the most powerful abilities are for.
Adventuring day is some 'meta' nonsense I've never heard at the table. The players are there to win the encounter, but they'll know to save their best until the "Boss" makes an appearance.
You are missing the obvious. This is a CR 24 monster. It represents ON ITS OWN a Highly Difficult encounter for:
5 x L17 PCs
4 x L18 PCs
4 x L19 PCs (in its lair)
3 x L20 PCs (in its lair)
CR 24 (and higher) is the definition of a Solo monster (for the epic tier).
A solo monster that represents a "Highly Difficult" challenge for an epic tier Party needs to be able to drop one per round to stand a fighting chance.
I'd probably say a CR 20 monster should be able to drop one Level 12-13 PC per round, I'd probably say a CR 16 monster should be able to drop a Level 6-7 PC per round.
CR 24 should be able to bring an epic tier PC to 0 hp in one turn. CR 28-30 should be able to drop almost two epic tier PCs every round.
Broken rules should be fixed first, then you address the design issues to make encounters more fun.
I already posted a vastly superior (IMHO) design for a CR 24 dragon.
The 'Tank' of the group is there to take the hits the others can't and keep fighting.
You need to play more Epic Tier.
Epic Tier PCs laughed at the 2014 Monster Manual monsters and on the basis of this preview (Broken Banish aside) they will be laughing at these Monsters as well.
No, I am saying:
1. If you can auto-remove one character (likely before they can even act) the XP Budget is wonky.
2. The 'Tank' of the group (in a classic spread of classes) is there to take the hits the others cannot - by removing that character* you disproportionately reduce the overall party Hit Points AND take away the character with the best AC as well.
*Which we now realise with the Fighter they cannot because of the 2024 Indomitable change.