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A subtle reminder from wizards.(or not so subtle)
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<blockquote data-quote="Aegeri" data-source="post: 5266026" data-attributes="member: 78116"><p>No, but it prevents him moving and that's basically doom in this scenario, because you'll notice he makes an assumption about it being mobile (the purple worm has only 3 burrow speed btw and its burrow is tunneling so they can follow if required, making this not very viable anyway). Also winged horde and it's a cakewalk, not to mention the wizard is wand of accuracy so he'll probably be able to guarantee breaking a grab if required.</p><p></p><p>Also his tactics assume being able to run away. Can't do that while immobilized <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>You've never seen what a paragon party can do to a monster in a single round I see <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. A wand wizard with a stun power and an orb of ultimate imposition</p><p></p><p>Wait, that's a really good catch making him even <em>more</em> spectacularly useless. Incidentally did you realize he can't make any opportunity attacks while he's grabbing an enemy, so PCs can maneuver as they see fit with no fear of reprisal (this is actually a flaw in the purple worm I made, that I will now think about correcting). Also, this is something from another thread but without a houserule near any reasonably optimized party gravitates to using non-save ends effects on solos for precisely that reason. I houseruled that solos could save them (the major action denial conditions) anyway and that fixed that in a huge hurry.</p><p></p><p>The problem is his damage is pitiful. A poorly optimized fighter with 10 con by level 16 has (6*15+11) 101 HP. It takes a lot of rounds to grind that down to bloodied with 2d8+7 damage. Especially when we factor in temporary HP - say the Paladin is Hospitalier and then the Purple Worm is <em>instantly boned to never doing damage.</em></p><p></p><p>I honestly think you should try running this encounter. It's simple to say "Saves it for a swallow", but that's never going to happen. If the Cleric and Paladin are anywhere near competent players, nobody is going to get bloodied and the purple worm is never going to have the actions to harm them.</p><p></p><p>I just used <a href="http://www.wizards.com/dndinsider/compendium/database.aspx" target="_blank">Turaglas</a> as a solo - a genuine solo - and he was murder against my epic tier level 29 party (Cleric/Fighter/Sorcerer/Wizard/Barbarian). By himself. No tricks. No cheats. Just him and upgraded damage maths from MM3. It can be done. If you're willing to design something with good powers and enough damage, a solo <em>can</em> challenge a party by itself now. The one and only thing you need to overcome is "How do I stop this being locked down?" and that can be solved through power design or a houserule. </p><p></p><p>It wasn't a grind either, taking only 55 minutes and much of that is because I had a player absent (so confusion over what to do on his turn). I refuse to believe it is impossible to make solos challenging if you put the time into their powers. Turaglas + MM3 damage = fun, challenging and engaging EL + 2 encounter! I nearly killed 3 of the PCs! Been a bit better on recharge rolls and it would have been even dicier!</p><p></p><p>Edit: I'm not trying to poo poo his encounter either BTW. I think his core encounter concept is actually really good and sound tactically. The problem is the monster in question doesn't support it.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5266026, member: 78116"] No, but it prevents him moving and that's basically doom in this scenario, because you'll notice he makes an assumption about it being mobile (the purple worm has only 3 burrow speed btw and its burrow is tunneling so they can follow if required, making this not very viable anyway). Also winged horde and it's a cakewalk, not to mention the wizard is wand of accuracy so he'll probably be able to guarantee breaking a grab if required. Also his tactics assume being able to run away. Can't do that while immobilized :p You've never seen what a paragon party can do to a monster in a single round I see :). A wand wizard with a stun power and an orb of ultimate imposition Wait, that's a really good catch making him even [I]more[/I] spectacularly useless. Incidentally did you realize he can't make any opportunity attacks while he's grabbing an enemy, so PCs can maneuver as they see fit with no fear of reprisal (this is actually a flaw in the purple worm I made, that I will now think about correcting). Also, this is something from another thread but without a houserule near any reasonably optimized party gravitates to using non-save ends effects on solos for precisely that reason. I houseruled that solos could save them (the major action denial conditions) anyway and that fixed that in a huge hurry. The problem is his damage is pitiful. A poorly optimized fighter with 10 con by level 16 has (6*15+11) 101 HP. It takes a lot of rounds to grind that down to bloodied with 2d8+7 damage. Especially when we factor in temporary HP - say the Paladin is Hospitalier and then the Purple Worm is [I]instantly boned to never doing damage.[/I] I honestly think you should try running this encounter. It's simple to say "Saves it for a swallow", but that's never going to happen. If the Cleric and Paladin are anywhere near competent players, nobody is going to get bloodied and the purple worm is never going to have the actions to harm them. I just used [URL="http://www.wizards.com/dndinsider/compendium/database.aspx"]Turaglas[/URL] as a solo - a genuine solo - and he was murder against my epic tier level 29 party (Cleric/Fighter/Sorcerer/Wizard/Barbarian). By himself. No tricks. No cheats. Just him and upgraded damage maths from MM3. It can be done. If you're willing to design something with good powers and enough damage, a solo [I]can[/I] challenge a party by itself now. The one and only thing you need to overcome is "How do I stop this being locked down?" and that can be solved through power design or a houserule. It wasn't a grind either, taking only 55 minutes and much of that is because I had a player absent (so confusion over what to do on his turn). I refuse to believe it is impossible to make solos challenging if you put the time into their powers. Turaglas + MM3 damage = fun, challenging and engaging EL + 2 encounter! I nearly killed 3 of the PCs! Been a bit better on recharge rolls and it would have been even dicier! Edit: I'm not trying to poo poo his encounter either BTW. I think his core encounter concept is actually really good and sound tactically. The problem is the monster in question doesn't support it. [/QUOTE]
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