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Another kind of solo
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<blockquote data-quote="Mesh Hong" data-source="post: 5255945" data-attributes="member: 73463"><p>Its a great idea but there is something that troubles me in the design.</p><p> </p><p>I think it is the minion mechanic you are using, as you have it set up there can never be more than 4 minions, and they are replenished each turn.</p><p> </p><p>I understand that you are trying to mimic a solo having 5 attacks but the way you are doing this means that technically there is no point in attacking the minions. They are effectively a red herring. The players best course of action is to ignore the minions and attack the shield, of course they might not realise that.</p><p> </p><p>(to explain my thinking: Creatures <em>usually</em> have to expend an action to summon other creatures, this balances the number of creatures against the damage that could have been wrought with an attack. So the advantage of killing summoned creatures is that the creature will have to spend a turn not attacking to summon more. This is a tactical decision that has some weight, if instead the summoned creatures return to a set maximum for free each turn there is no advantage in wasting actions killing them)</p><p> </p><p>In your encounter set up you have a fairly static threat. Personally I prefer escalating danger, I would design the encounter with a continual stream of minions arriving so that the PCs had to deal with them before they were overrun. I think I would use lower damage minions and have 1d4+2 minions comming through a turn.</p><p> </p><p>I think I would also set the Master Summoner up as an elite instead of a standard creature. Otherwise it might be a bit of an anticlimax when he is defeated so easily after an otherwise interesting fight.</p><p> </p><p>Anyway these are just my thoughts, I hope they are useful.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 5255945, member: 73463"] Its a great idea but there is something that troubles me in the design. I think it is the minion mechanic you are using, as you have it set up there can never be more than 4 minions, and they are replenished each turn. I understand that you are trying to mimic a solo having 5 attacks but the way you are doing this means that technically there is no point in attacking the minions. They are effectively a red herring. The players best course of action is to ignore the minions and attack the shield, of course they might not realise that. (to explain my thinking: Creatures [I]usually[/I] have to expend an action to summon other creatures, this balances the number of creatures against the damage that could have been wrought with an attack. So the advantage of killing summoned creatures is that the creature will have to spend a turn not attacking to summon more. This is a tactical decision that has some weight, if instead the summoned creatures return to a set maximum for free each turn there is no advantage in wasting actions killing them) In your encounter set up you have a fairly static threat. Personally I prefer escalating danger, I would design the encounter with a continual stream of minions arriving so that the PCs had to deal with them before they were overrun. I think I would use lower damage minions and have 1d4+2 minions comming through a turn. I think I would also set the Master Summoner up as an elite instead of a standard creature. Otherwise it might be a bit of an anticlimax when he is defeated so easily after an otherwise interesting fight. Anyway these are just my thoughts, I hope they are useful. [/QUOTE]
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