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4th Edition and the Immortals Handbook
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 4359277" data-attributes="member: 39867"><p>Sadly, yes. My boredom knows no bounds. </p><p></p><p>Stunning is quite a pain, I agree. Solo opponents need some sort of Resistance to stunning. (Or to whatever condition neuters them absolutely) Stunning is like 3E's Nauseated: No real resistance, and it makes your character do nothing.</p><p></p><p>I ran an encounter:4 PCs (Lvl 2) vs a Lvl 4 Solo version of the Deathjump Spider. (It had a new ranged attack that immobilized, but just picture a Large, solo-ified Deathjump Spider) The encounter started near a chasm, that the spider leapt from. I fully knew, while designing the encounter, that the PCs with their plethora of push powers could push it off the cliff. Heck, I expected it. Even with the Save (at a +5 Bonus) to avoid being pushed off the cliff, the fighter and rogue succeeded in knocking it off the cliff before bloodying it. (it lost 1/3 of it's HP in total) </p><p>A good fight in all, and really one to get the players used to more tactical styled play. However, it was damn easy to push that spider around, and it would be equally easy, if not easier, for an Orbizard to stun a foe into submission.</p><p></p><p>Ideas for Stun-related Resistances:</p><p>Immunity to Stunning - 90% cheese factor here. Would use sparingly. PCs should probably not get this.</p><p>+X (5? 10?!?) to saves against Stunning - Not total cheese, but evens out Orbizards vs Solos a bit.</p><p>Stun->Daze->Slow->Nil - Knocking the stunning down a level or two would help.</p><p>Condition Track - As above, but starting at nil, each stun effect 'stacks' to move up the track. (Ex: A 3x Stunned foe would actually be stunned, but if he saved against one of the stuns, he'd only be dazed)</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 4359277, member: 39867"] Sadly, yes. My boredom knows no bounds. Stunning is quite a pain, I agree. Solo opponents need some sort of Resistance to stunning. (Or to whatever condition neuters them absolutely) Stunning is like 3E's Nauseated: No real resistance, and it makes your character do nothing. I ran an encounter:4 PCs (Lvl 2) vs a Lvl 4 Solo version of the Deathjump Spider. (It had a new ranged attack that immobilized, but just picture a Large, solo-ified Deathjump Spider) The encounter started near a chasm, that the spider leapt from. I fully knew, while designing the encounter, that the PCs with their plethora of push powers could push it off the cliff. Heck, I expected it. Even with the Save (at a +5 Bonus) to avoid being pushed off the cliff, the fighter and rogue succeeded in knocking it off the cliff before bloodying it. (it lost 1/3 of it's HP in total) A good fight in all, and really one to get the players used to more tactical styled play. However, it was damn easy to push that spider around, and it would be equally easy, if not easier, for an Orbizard to stun a foe into submission. Ideas for Stun-related Resistances: Immunity to Stunning - 90% cheese factor here. Would use sparingly. PCs should probably not get this. +X (5? 10?!?) to saves against Stunning - Not total cheese, but evens out Orbizards vs Solos a bit. Stun->Daze->Slow->Nil - Knocking the stunning down a level or two would help. Condition Track - As above, but starting at nil, each stun effect 'stacks' to move up the track. (Ex: A 3x Stunned foe would actually be stunned, but if he saved against one of the stuns, he'd only be dazed) [/QUOTE]
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