Pour
First Post
I didn't want to hijack the Kronos thread, but in the same spirit of alternative solos, I've tried my hand at a home brew system I would utilize again.
In a Paragon capstone encounter with a monumental (250 square wide token on Maptool) green progenitor wyrm, I needed a different approach to solos. I basically expressed his various threats (body, head, claws, wings, tail) as separate stat blocks, and dictated certain attacks and conditions on where the party was in relation to the dragon's token: whether they were under him, on him (via skill checks), or level/above him (flying PCs).
The head and body were 'Vital', and if either were reduced to 0 hp, all the appendages would also be reduced to 0 (which is actually how the group won). The head was difficult for most PCs to reach, 150 ft. up, but had less hp. The easy-to-reach body became their main damage vector.
We had a really dynamic combat that was, refreshingly, not very dependent on the combat grid at all- the map was just used for initial placement and the occasional escape/climb. The dragon's scope and movement really nullified most of the RAW forced movements and made the dragon kind of like a living battlefield. We entered into some interesting, imaginative territory where the players interpreted their attacks given the dragon part targeted/hit by. I wouldn't recommend it for all combats, as I felt as DM I had to keep track of more hypothetical space, but for a boss battle like this it was the perfect departure. I would use this method again, especially since a complicated foe was broken down and represented throughout the battle on different initiatives to create a really encompassing experience.
Here's my stat blocks if you're curious.
Body: http://farm8.staticflickr.com/7007/6620994661_e4156558a4_b.jpg
Head: http://farm8.staticflickr.com/7017/6620995365_13ccb0581b_b.jpg
Claws: http://farm8.staticflickr.com/7153/6620996549_4453ee85cc_b.jpg
Wings: http://farm8.staticflickr.com/7157/6620996279_6b11480c74_z.jpg
Tail: http://farm8.staticflickr.com/7013/6620995687_7a09ea65a2_b.jpg
In a Paragon capstone encounter with a monumental (250 square wide token on Maptool) green progenitor wyrm, I needed a different approach to solos. I basically expressed his various threats (body, head, claws, wings, tail) as separate stat blocks, and dictated certain attacks and conditions on where the party was in relation to the dragon's token: whether they were under him, on him (via skill checks), or level/above him (flying PCs).
The head and body were 'Vital', and if either were reduced to 0 hp, all the appendages would also be reduced to 0 (which is actually how the group won). The head was difficult for most PCs to reach, 150 ft. up, but had less hp. The easy-to-reach body became their main damage vector.
We had a really dynamic combat that was, refreshingly, not very dependent on the combat grid at all- the map was just used for initial placement and the occasional escape/climb. The dragon's scope and movement really nullified most of the RAW forced movements and made the dragon kind of like a living battlefield. We entered into some interesting, imaginative territory where the players interpreted their attacks given the dragon part targeted/hit by. I wouldn't recommend it for all combats, as I felt as DM I had to keep track of more hypothetical space, but for a boss battle like this it was the perfect departure. I would use this method again, especially since a complicated foe was broken down and represented throughout the battle on different initiatives to create a really encompassing experience.
Here's my stat blocks if you're curious.
Body: http://farm8.staticflickr.com/7007/6620994661_e4156558a4_b.jpg
Head: http://farm8.staticflickr.com/7017/6620995365_13ccb0581b_b.jpg
Claws: http://farm8.staticflickr.com/7153/6620996549_4453ee85cc_b.jpg
Wings: http://farm8.staticflickr.com/7157/6620996279_6b11480c74_z.jpg
Tail: http://farm8.staticflickr.com/7013/6620995687_7a09ea65a2_b.jpg