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<blockquote data-quote="Stalker0" data-source="post: 9739001" data-attributes="member: 5889"><p>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.</p><p></p><p>Beyond that, here are some of the things I liked about that model:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Or...I often used this with what I called the "recurrent villain power". I would spend them as a retreat option to get the villain away quickly, live another day and go after the party again.</p><p></p><p>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".</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9739001, member: 5889"] 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. 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. 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. Or...I often used this with what I called the "recurrent villain power". I would spend them as a retreat option to get the villain away quickly, live another day and go after the party again. 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". [/QUOTE]
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