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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="AbdulAlhazred" data-source="post: 6091839" data-attributes="member: 82106"><p>No, I don't think your ideas are at all overpowered. OTOH there are various approaches possible.[ATTACH]56554[/ATTACH]</p><p></p><p>There's an example, just a very simple monster mechanically, but pretty tough and fun to fight (it was a romp by itself for a group of level 7 or 8 PCs). A lot of the fun was the tension. The creature was roaming around in the woods, leaving weird trails, appearing, disappearing, and generally being existentially scary until finally it came crashing out into the midst of the party, munching on pack animals and characters indiscriminately, tossing the fighter and the cleric aside and just generally ALMOST doing for the party, but not quite. hehe. The gnaw demons were funny too (look them up, they're in MM3 IIRC and are real pests). </p><p></p><p>Anyway, that just illustrates the possibilities for a really simple straightforward set of solo mechanics. This type of monster probably won't work well at Paragon, you'll need action recovery mechanics ala MM3/MV solos for that. </p><p></p><p>I do like having a reaction attack. In this case, combined with 3 fairly robust normal attacks per round means the monster can usually deliver 4 attacks a round, and at least generally gets one at the fighter/rogue even if the PCs try some clever kiting. The ponderous form is mostly theatrical, but in my case it helped by letting me have the monster show up in an area with a fair amount of terrain and still charge around bashing PCs left and right. This brings up the concept of really tweaking this sort of monster to the situation. Don't be afraid to give solo/elite monsters specific powers that tie directly into the one encounter they're likely to show up in. </p><p></p><p>I also heavily advocate tweaking existing monsters. For example I built a very nice bad guy giant werewolf by slightly tweaking a young white dragon and refluffing it. Bonus, WotC obviously tested this monster pretty well, as it turned out to work excellently in both major encounters where it appeared. While I can definitely make my own monsters I bow to the masters of the craft. As usual steal shamelessly, it is a DM's best trait.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6091839, member: 82106"] No, I don't think your ideas are at all overpowered. OTOH there are various approaches possible.[ATTACH=CONFIG]56554._xfImport[/ATTACH] There's an example, just a very simple monster mechanically, but pretty tough and fun to fight (it was a romp by itself for a group of level 7 or 8 PCs). A lot of the fun was the tension. The creature was roaming around in the woods, leaving weird trails, appearing, disappearing, and generally being existentially scary until finally it came crashing out into the midst of the party, munching on pack animals and characters indiscriminately, tossing the fighter and the cleric aside and just generally ALMOST doing for the party, but not quite. hehe. The gnaw demons were funny too (look them up, they're in MM3 IIRC and are real pests). Anyway, that just illustrates the possibilities for a really simple straightforward set of solo mechanics. This type of monster probably won't work well at Paragon, you'll need action recovery mechanics ala MM3/MV solos for that. I do like having a reaction attack. In this case, combined with 3 fairly robust normal attacks per round means the monster can usually deliver 4 attacks a round, and at least generally gets one at the fighter/rogue even if the PCs try some clever kiting. The ponderous form is mostly theatrical, but in my case it helped by letting me have the monster show up in an area with a fair amount of terrain and still charge around bashing PCs left and right. This brings up the concept of really tweaking this sort of monster to the situation. Don't be afraid to give solo/elite monsters specific powers that tie directly into the one encounter they're likely to show up in. I also heavily advocate tweaking existing monsters. For example I built a very nice bad guy giant werewolf by slightly tweaking a young white dragon and refluffing it. Bonus, WotC obviously tested this monster pretty well, as it turned out to work excellently in both major encounters where it appeared. While I can definitely make my own monsters I bow to the masters of the craft. As usual steal shamelessly, it is a DM's best trait. [/QUOTE]
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Adding powers to elites and solos (4E)
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