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<blockquote data-quote="Jack99" data-source="post: 5257052" data-attributes="member: 53135"><p>Plenty of great ideas so far.</p><p></p><p>I like that idea, but I am not going to implement it 100%. While I do use skill challenges often enough, I want this fight to be a real fight. I will however try to incorporate some skills into the fight, options for those who might rather want to do something else, besides just spamming at wills. I am thinking arcana checks to weaken the barrier, like a successful check and you deal X damage to the shield - or is that too boring? I have also considered that successful arcana (depending on how successful they were) could inflict certain conditions on the Master Summoner, who otherwise is protected against those as long as the shield is up. Easily fluffed as the player’s character creates a magical backlash inside the shield, weakening it a bit and hurting the Master Summoner. Maybe a normal success gives him -2 to hit until the end of next round, a hard check dazes him until the end of next turn and a very hard check (houserule) stuns him until the end of his next turn. II was also thinking of religion checks could banish a demon - at least for a round.</p><p></p><p></p><p></p><p>Math part: 13 (level+1) *8 (controller hit points)= 104 + 16 (con) = 120. My mistake was using the old rules for solo hp (times 5). So the Master’s hit points are correct enough, afaict, but the shield should have 360 hit points, instead of 480.</p><p></p><p>Regarding lowering the amount of demons. Its a good idea. After reading your post, I am fairly certain that I will either lower the amount.. or maybe instead lower their damage output (for the same end result).</p><p></p><p>Very useful indeed. You are completely correct in your way of thinking. The minions were created as a sort of red herring. Sure, you can ignore them to a certain degree, unless of course they start ganging up and hitting your casters/healers. In which case things will go south quickly. Perhaps too quickly, now that I think about it.</p><p></p><p>I am not a huge fan of too much randomness, since I feel that the tohit/damage rolls offer enough, but I can definitely see where you are coming from. Will keep it in mind. I am however a bit vary about just letting monsters pour in, since there is no way of controlling how much damage the players will take, ie keeping the combat “balanced”. IME, that can lead to either an awesome combat, or a TPK.</p><p></p><p>Looking over my answers, I see I will have to mix things up a lot, if I want to implement all the good ideas. But I think it might work, so I am considering the following changes.</p><p></p><p>Changes:</p><p>Changing Master Summoner to elite, adjusting powers - the biggest problem with this is that the shield will last far shorter and in general, elites (especially casters) get raped when alone, it just takes longer time.</p><p>Adding an interrupt when the shield goes down, it blows up.</p><p>Adding skills. Arcana (moderate) check (deal 1d6+5 damage to shield and Master takes -2 to hit on his next roll</p><p>Arcana (hard) check (deal 1d6 + 10 damage to shield and Master is dazed (or rather, loses an attack, his move and minor action)</p><p>Arcana (very hard) check (deal 1d6+10 damage to shield and Master is stunned)</p><p>Religion (banish a demon)</p><p></p><p>Instead of getting 4 (or 3 as someone suggested) demons every round, I might change it to a random 3 demons (average 20 damage), 4 demons (average 15 damage), 5 demons (average 12 damage or 6 demons (average 10 damage). That should put the average damage down, but doesn't really solve any of the balancing issues.</p><p></p><p>I guess I need to think some more about things</p></blockquote><p></p>
[QUOTE="Jack99, post: 5257052, member: 53135"] Plenty of great ideas so far. I like that idea, but I am not going to implement it 100%. While I do use skill challenges often enough, I want this fight to be a real fight. I will however try to incorporate some skills into the fight, options for those who might rather want to do something else, besides just spamming at wills. I am thinking arcana checks to weaken the barrier, like a successful check and you deal X damage to the shield - or is that too boring? I have also considered that successful arcana (depending on how successful they were) could inflict certain conditions on the Master Summoner, who otherwise is protected against those as long as the shield is up. Easily fluffed as the player’s character creates a magical backlash inside the shield, weakening it a bit and hurting the Master Summoner. Maybe a normal success gives him -2 to hit until the end of next round, a hard check dazes him until the end of next turn and a very hard check (houserule) stuns him until the end of his next turn. II was also thinking of religion checks could banish a demon - at least for a round. Math part: 13 (level+1) *8 (controller hit points)= 104 + 16 (con) = 120. My mistake was using the old rules for solo hp (times 5). So the Master’s hit points are correct enough, afaict, but the shield should have 360 hit points, instead of 480. Regarding lowering the amount of demons. Its a good idea. After reading your post, I am fairly certain that I will either lower the amount.. or maybe instead lower their damage output (for the same end result). Very useful indeed. You are completely correct in your way of thinking. The minions were created as a sort of red herring. Sure, you can ignore them to a certain degree, unless of course they start ganging up and hitting your casters/healers. In which case things will go south quickly. Perhaps too quickly, now that I think about it. I am not a huge fan of too much randomness, since I feel that the tohit/damage rolls offer enough, but I can definitely see where you are coming from. Will keep it in mind. I am however a bit vary about just letting monsters pour in, since there is no way of controlling how much damage the players will take, ie keeping the combat “balanced”. IME, that can lead to either an awesome combat, or a TPK. Looking over my answers, I see I will have to mix things up a lot, if I want to implement all the good ideas. But I think it might work, so I am considering the following changes. Changes: Changing Master Summoner to elite, adjusting powers - the biggest problem with this is that the shield will last far shorter and in general, elites (especially casters) get raped when alone, it just takes longer time. Adding an interrupt when the shield goes down, it blows up. Adding skills. Arcana (moderate) check (deal 1d6+5 damage to shield and Master takes -2 to hit on his next roll Arcana (hard) check (deal 1d6 + 10 damage to shield and Master is dazed (or rather, loses an attack, his move and minor action) Arcana (very hard) check (deal 1d6+10 damage to shield and Master is stunned) Religion (banish a demon) Instead of getting 4 (or 3 as someone suggested) demons every round, I might change it to a random 3 demons (average 20 damage), 4 demons (average 15 damage), 5 demons (average 12 damage or 6 demons (average 10 damage). That should put the average damage down, but doesn't really solve any of the balancing issues. I guess I need to think some more about things [/QUOTE]
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