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4E: BBEG's Redemption?
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<blockquote data-quote="Lord Zardoz" data-source="post: 4155453" data-attributes="member: 704"><p>The problem with BBEG type opponents in 2nd and 3rd edition is pretty simple. They have 4 or more other guys unloading their best attacks on them while most D&D powers are really only good against 1 target.</p><p></p><p>My players are presently 9th level, and a successful attack from any one of them will do between 15 and 30 damage, whether it is the primary fighter pulling off hits on his primary and secondary attacks, or it is the average result of a successful save against a 9d6 Lightning bolt or a full magic missile volley. That kind of damage from multiple sources adds up fast.</p><p></p><p>Also, a bad save against a debuff or 'Save or Screwed' spell, (Slow, Hideous Laughter, Hold Person), or the party ranger pulling off Trip / Disarms will spell the end of an opponent pretty damn quick.</p><p></p><p>If you want a monster that can go solo against the players, you need to guarantee the following:</p><p></p><p> - It can withstand all the players beating on it for a few rounds</p><p> - It can average a PC kill rate of 1 every 4 rounds</p><p> - It can recover from being debuffed</p><p></p><p>One of the flaws with 3rd edition is that its hard to find an opponent that exists in the sweet spot for being a threat to the players. Too many go from being an overwhelming threat to being a trivial nuisance pretty fast. There are plenty of tricks in the tool box for monsters to achieve this, but many do not quite work out. Spell casters can often cripple a monsters effectiveness with a single spell.</p><p></p><p>Too many monsters are what can be called Glass Cannons. They can put out a staggering amount of damage, but just do not have the staying power they need to have a real impact. Others are just too easily neutralized (most undead).</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4155453, member: 704"] The problem with BBEG type opponents in 2nd and 3rd edition is pretty simple. They have 4 or more other guys unloading their best attacks on them while most D&D powers are really only good against 1 target. My players are presently 9th level, and a successful attack from any one of them will do between 15 and 30 damage, whether it is the primary fighter pulling off hits on his primary and secondary attacks, or it is the average result of a successful save against a 9d6 Lightning bolt or a full magic missile volley. That kind of damage from multiple sources adds up fast. Also, a bad save against a debuff or 'Save or Screwed' spell, (Slow, Hideous Laughter, Hold Person), or the party ranger pulling off Trip / Disarms will spell the end of an opponent pretty damn quick. If you want a monster that can go solo against the players, you need to guarantee the following: - It can withstand all the players beating on it for a few rounds - It can average a PC kill rate of 1 every 4 rounds - It can recover from being debuffed One of the flaws with 3rd edition is that its hard to find an opponent that exists in the sweet spot for being a threat to the players. Too many go from being an overwhelming threat to being a trivial nuisance pretty fast. There are plenty of tricks in the tool box for monsters to achieve this, but many do not quite work out. Spell casters can often cripple a monsters effectiveness with a single spell. Too many monsters are what can be called Glass Cannons. They can put out a staggering amount of damage, but just do not have the staying power they need to have a real impact. Others are just too easily neutralized (most undead). END COMMUNICATION [/QUOTE]
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