dave2008
Legend
I agree the flexibility was a good thing. Those extra actions often also often gave an option to remove a condition if you couldn't act at that initiative count. Which was helped, though lose your action, but not better than what I have seen people do with legendary monsters.It was more common in later 4e monsters to have monsters go at initiative 20, 10, etc. Now often these monsters could only do a standard action at that initiative (not a minor), but you still got the notion of the monster going multiple times in a round. I actually just looked back at a few myself to check myself. You are correct taht not all solos used that mechanic, which again I think plays into 4e;s strength....we saw more different designs of monsters to shake things up...whereas legendary monsters all fit a very predictable format.
I guess it is not explicit, but I give legendary monsters their legendary actions even if their action is knocked out. So that was superior to me. Also, like I previously mentioned: most 4e solos did not have that design.Beyond that, here are some of the things I liked about that model:
1) Solos that went multiple times had multiple chance to get over conditions and effects. If I knock out a legendaries action....it loses everything. Solos could only lose a portion. 4e solos also had big saving throw bonuses to get over conditions faster.
Yes, I also forget about AP. I almost always forgot to use them too. That is my big complaint about them. I admit they could be a good flexible solution. I need to think about what to do so I don't forget them. Maybe if they took up more real estate on the stat block IDK.2) Action Points were very simple but created a BIG boost in threat if used properly. The fact that at any point I could just slap in another big action that 2nd its needed right on top of the last one can change the battlefield. Its a sword of damocles held over the players that I can use when the iron is hot.
I think simplicity is a good selling point. But again your are advocating for design that was not the norm. So I guess I consider it a 4e experiment, but not a 4e design.3) Simplicity: I think the solo monster model is just easier on the stat-block. I have X options, and I have Y turns per round. No "well this option takes 2 legendary actions, and this one takes 1, and this action is only when the monster truly goes not for a legendary, etc".
5e24 did standardize LA to all cost 1 action.
The thing is LA and IA (4e instinctive actions - see monster vault dragons) are very similar. The difference is you only had one IA, it often doubles also as a LR, and it has a set initiative count. I think the 5e method is superior, but that is personal taste. I think the best option might be combining them.
- Combine LA and LR so using a LR cost a LA. This gets rid of the HP cost in CR building and gives PCs a benefit for inflicting a condition or effect and allows the monster to free up its action.
- Make all LA the same cost for simplicity (already a 5e24 thing)