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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E group - first time playing
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5686792" data-attributes="member: 1165"><p>I'm going to disagree a little on the power of the dragon.</p><p></p><p>Solo fights are cool, IMO, <em>but</em> a solo shouldn't be much higher level than the party, and only if they're a brute (as they've got low AC).</p><p></p><p>My first two experiences with solos were both three to four levels higher than the party (a black dragon in Raiders of Oakhurst and Kalarel from KotS; yes, I know Kalarel is actually an elite, but I'm still going somewhere with this). Their ACs and defenses were too high, getting them to even bloodied was a challenge. (And the latter was poorly designed, too, I think he only had one encounter power.) This was early on when elites and solos got +2 to most defenses as well, making the problem worse. Kalarel's defenses were about 6 points higher than they should have been for an adventure that ends at 4th-level.</p><p></p><p>The adventure that came with Monster Vault I haven't run, but the main villain was a 5th-level elite, only 1 level higher than the adventure, in a really cool environment. I've also thrown a "teenaged giant" at the party (a 5th-level solo brute against a 4th-level party) in my Dark Sun game. It did something like 200 damage over multiple opponents in a round or two, but took about the same amount, then it got tripped and ganked fast. The PCs weren't getting frustrated ineffectively swinging and casting at it. They took damage hard, and they dished it even better.</p><p></p><p>TLDR: Don't use higher level solos. If the dragon is more than a level above the PCs, I'd suggest "nerfing" its level and either giving it backup or even another dragon mate with the same stats, depending on how much behind your PCs are kicking, the number of AP and dailies they still have, etc.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5686792, member: 1165"] I'm going to disagree a little on the power of the dragon. Solo fights are cool, IMO, [i]but[/i] a solo shouldn't be much higher level than the party, and only if they're a brute (as they've got low AC). My first two experiences with solos were both three to four levels higher than the party (a black dragon in Raiders of Oakhurst and Kalarel from KotS; yes, I know Kalarel is actually an elite, but I'm still going somewhere with this). Their ACs and defenses were too high, getting them to even bloodied was a challenge. (And the latter was poorly designed, too, I think he only had one encounter power.) This was early on when elites and solos got +2 to most defenses as well, making the problem worse. Kalarel's defenses were about 6 points higher than they should have been for an adventure that ends at 4th-level. The adventure that came with Monster Vault I haven't run, but the main villain was a 5th-level elite, only 1 level higher than the adventure, in a really cool environment. I've also thrown a "teenaged giant" at the party (a 5th-level solo brute against a 4th-level party) in my Dark Sun game. It did something like 200 damage over multiple opponents in a round or two, but took about the same amount, then it got tripped and ganked fast. The PCs weren't getting frustrated ineffectively swinging and casting at it. They took damage hard, and they dished it even better. TLDR: Don't use higher level solos. If the dragon is more than a level above the PCs, I'd suggest "nerfing" its level and either giving it backup or even another dragon mate with the same stats, depending on how much behind your PCs are kicking, the number of AP and dailies they still have, etc. [/QUOTE]
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