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1st level party vs. injured giant
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<blockquote data-quote="Neonchameleon" data-source="post: 5550878" data-attributes="member: 87792"><p>As has already been mentioned, going much higher level benefits people who can stack serious modifiers to hit - or don't have to worry about hitting at all. Magic Missile springs to mind. Or human thieves. If you want to make the monster seem insanely hard to hit, give them an OA <em>power</em> that allows them to parry and therefore take only half damage (and possibly reflect the other half back to the PC on a hit), usable against melee and ranged. Or if you want the giant to feel hard to damage, give him an OA backhand or stomp or something that reduces the damage he takes.</p><p> </p><p>In short, I'd join the DracoSuave and AbdulAlharazad camp and say make him a low level pre-bloodied solo (L3?) - and make the fight interesting with powers. Half damage on a miss for all the standard attacks - no matter what the PCs do, they are going to get hit. Defensive powers to halve the damage under most circumstances (I like melee and ranged - and let the areas hit as normal) but this comes out in the wash by starting him off as bloodied. And it doesn't matter that this guy is insanely complicated compared to a normal paragon monster - you're only running one of him.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5550878, member: 87792"] As has already been mentioned, going much higher level benefits people who can stack serious modifiers to hit - or don't have to worry about hitting at all. Magic Missile springs to mind. Or human thieves. If you want to make the monster seem insanely hard to hit, give them an OA [I]power[/I] that allows them to parry and therefore take only half damage (and possibly reflect the other half back to the PC on a hit), usable against melee and ranged. Or if you want the giant to feel hard to damage, give him an OA backhand or stomp or something that reduces the damage he takes. In short, I'd join the DracoSuave and AbdulAlharazad camp and say make him a low level pre-bloodied solo (L3?) - and make the fight interesting with powers. Half damage on a miss for all the standard attacks - no matter what the PCs do, they are going to get hit. Defensive powers to halve the damage under most circumstances (I like melee and ranged - and let the areas hit as normal) but this comes out in the wash by starting him off as bloodied. And it doesn't matter that this guy is insanely complicated compared to a normal paragon monster - you're only running one of him. [/QUOTE]
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1st level party vs. injured giant
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