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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Adding powers to elites and solos (4E)
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6090774" data-attributes="member: 1165"><p>Read! Link: <a href="http://angrydm.com/2010/04/the-dd-boss-fight-part-1/" target="_blank">http://angrydm.com/2010/04/the-dd-boss-fight-part-1/</a></p><p></p><p>Seriously, this guy's monsters turn out to be more fun (through using them in play) than mine. I have a group that's just reaching 4th-level. They were 3rd-level when they took on Bloodknuckles, and it was fast, furious and brutal.</p><p></p><p>Angry DM did a great analysis. Note that his advice is pre-Monster Vault, but that book (especially the dragon) has some incredibly well-designed solos.</p><p></p><p></p><p></p><p>Sounds like one of those older monsters. Solos are also supposed to change when they get bloodied. (While some solos just do extra damage, that's boring.)</p><p> </p><p></p><p></p><p>For already properly-designed solos, these aren't needed.</p><p></p><p>1) I agree with this. As long as they're only getting their two at-wills per turn. (Alternatively, you could have the boss ignore fire resistance, like a sorcerer.)</p><p></p><p>2) At this point, you're getting too complicated. Most solos already have multiple at-wills (and can of course use multiple at-wills per turn), do you really need to be choosing between four at-wills? That induces combat paralysis in the DM.</p><p></p><p>The bonus to recharge ability is nice, but some monsters already get "better" recharge powers when bloodied and so won't need this.</p><p></p><p>3) I think a dazed creature cannot use an immediate action (nor can they if stunned or dominated). But see the Monster Vault beholder and dragon for fixes that work within the rules. (Or Angry DM for new rules that work.)</p><p></p><p>If for some reason you don't have the Monster Vault:</p><p>A) Buy it. Sell your MM1.</p><p>B) Take a look at Calastryx on this page: <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4pr/20110606" target="_blank">http://www.wizards.com/dnd/Article.aspx?x=dnd/4pr/20110606</a></p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6090774, member: 1165"] Read! Link: [url]http://angrydm.com/2010/04/the-dd-boss-fight-part-1/[/url] Seriously, this guy's monsters turn out to be more fun (through using them in play) than mine. I have a group that's just reaching 4th-level. They were 3rd-level when they took on Bloodknuckles, and it was fast, furious and brutal. Angry DM did a great analysis. Note that his advice is pre-Monster Vault, but that book (especially the dragon) has some incredibly well-designed solos. Sounds like one of those older monsters. Solos are also supposed to change when they get bloodied. (While some solos just do extra damage, that's boring.) For already properly-designed solos, these aren't needed. 1) I agree with this. As long as they're only getting their two at-wills per turn. (Alternatively, you could have the boss ignore fire resistance, like a sorcerer.) 2) At this point, you're getting too complicated. Most solos already have multiple at-wills (and can of course use multiple at-wills per turn), do you really need to be choosing between four at-wills? That induces combat paralysis in the DM. The bonus to recharge ability is nice, but some monsters already get "better" recharge powers when bloodied and so won't need this. 3) I think a dazed creature cannot use an immediate action (nor can they if stunned or dominated). But see the Monster Vault beholder and dragon for fixes that work within the rules. (Or Angry DM for new rules that work.) If for some reason you don't have the Monster Vault: A) Buy it. Sell your MM1. B) Take a look at Calastryx on this page: [url]http://www.wizards.com/dnd/Article.aspx?x=dnd/4pr/20110606[/url] [/QUOTE]
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Adding powers to elites and solos (4E)
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