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4e Adventure Design Question
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<blockquote data-quote="Badwe" data-source="post: 4755803" data-attributes="member: 61762"><p>On a small tangent, until about level 22 it is generally true that the XP of a monster level n is 1/5th of a monster level n+9, so a solo is worth the same XP as a single monster 9 levels higher. Similarly, an elite of level n+5 would yield an XP total similar to a solo level n. combine this with the fact that A) monster AC/attacks are a static modifier + level and B) solos/elites tend to have 2 added to their AC (and 2 other defenses), and you can conclude that a level 10 monster as a level 1 encounter would have roughly 7 more AC than a solo of the same level. If the PCs are hitting on a ten or better against a solo, 17 or better is likely to be insurmountable. For an elite, the difference would be 5 (ignoring the +2 since one is elite and the other is solo). Needing a 15 or better to hit would be frustrating, but do-able, and would put greater emphasis on flanking/targeting the weak defense.</p><p></p><p>The stuff that others have said about designing a good solo also stands true. You can get away with less creativity with elites, but a solo really needs to be its own encounter and has to be able engage every PC in some way. There are articles out there about how the concept of the CR system being able to equally handle a single monster fight as well as lots of little monsters serving a big monsters (aka what are now solos and minions) wasn’t really true. The new system has its own set of kinks but it gives you a better idea of where you’ll land when you start tweaking.</p></blockquote><p></p>
[QUOTE="Badwe, post: 4755803, member: 61762"] On a small tangent, until about level 22 it is generally true that the XP of a monster level n is 1/5th of a monster level n+9, so a solo is worth the same XP as a single monster 9 levels higher. Similarly, an elite of level n+5 would yield an XP total similar to a solo level n. combine this with the fact that A) monster AC/attacks are a static modifier + level and B) solos/elites tend to have 2 added to their AC (and 2 other defenses), and you can conclude that a level 10 monster as a level 1 encounter would have roughly 7 more AC than a solo of the same level. If the PCs are hitting on a ten or better against a solo, 17 or better is likely to be insurmountable. For an elite, the difference would be 5 (ignoring the +2 since one is elite and the other is solo). Needing a 15 or better to hit would be frustrating, but do-able, and would put greater emphasis on flanking/targeting the weak defense. The stuff that others have said about designing a good solo also stands true. You can get away with less creativity with elites, but a solo really needs to be its own encounter and has to be able engage every PC in some way. There are articles out there about how the concept of the CR system being able to equally handle a single monster fight as well as lots of little monsters serving a big monsters (aka what are now solos and minions) wasn’t really true. The new system has its own set of kinks but it gives you a better idea of where you’ll land when you start tweaking. [/QUOTE]
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