Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Behir problem from MM2
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="eamon" data-source="post: 5010020" data-attributes="member: 51942"><p>Yeah. I'm not sure we should be fixing that, though: it's somewhat inherent in the setup: if you have just one single point of failure, one vulnerable point to attack, you can expect trouble when people find and abuse it. It rubs me the wrong way to have to implement effects (etc.) differently for solo <em>on principle.</em> Perhaps we should, I don't have the answers here, but that does mean that you're basically saying that stuff that works well against single targets happens not to work very well at all <em>if</em> that single target is a solo. As is, save-ends effects seem to work pretty well for a behir; he's affected potentially for multiple of his rounds, but he saves much more quickly, so it's not a lockdown kind of effect.</p><p></p><p>More problematic are the effects which impose some penalty until the attackers next turn; such powers are generally intended to be weaker than save-ends effects, but will actually be more powerful do to the Behirs unusual hyperactivity. But... how bad is that? </p><p></p><p>There's a cost to all these fixes. The game works well with a group of monsters. A very very simple fix is just to accept that solo's are a tricky proposition and not to expect them to be a very reliable threat (sometimes, sure, but it's really dependent on circumstances) and have solo's backed up by others rather than changing quite a few fundamental mechanics.</p><p></p><p>Just to be completely inconsistent <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" />, I'll say that I can well imagine using various specific ideas proposed here individually on specific solos, just to spice things up. So, the ideas are useful, but I think it'd be better to keep them as distinguishing gravy for some creatures rather than a system-wide fix. And if you think about it, that's not unlike what's been happening with solo's all along, and hopefully more of it will happen with newer MM's. Some have specific resistance to daze and stun, some have peculiar initiative trick (the behir, say) to balance the "action economy, etc...</p><p></p><p></p><p>Now, ongoing damage specifically:</p><p>Personally, I'm <em>definitely</em> against stacking ongoing damage. Yes, it makes accounting for damage output easier, but not by much. Overlapping ongoing damage (i.e. multiple effects, multiple saves but no stacking) still has a bit of an advantage, but not the full amount: this is good both because it discourages pile-on play (i.e. you can have "extra" damaging powers with an incentive to spread the damage around rather than focus fire), and because when you <em>do</em> focus fire, the extra benefit the extra ongoing damage grants is <em>least</em> when the player rolls poorly (i.e, if he's not saving anyhow, then the extra ongoing has no effect; the damage per round is capped), so that reduces swinginess. </p><p></p><p>If ongoing damage just becomes yet another way to deal damage, you remove that tactical element. So, the complexity of accounting for ongoing damage isn't so much a weakness as a strength: it's a real tactical element encouraging the damage dealer to weigh various tactics against each other (focus fire vs. slightly higher damage total).</p></blockquote><p></p>
[QUOTE="eamon, post: 5010020, member: 51942"] Yeah. I'm not sure we should be fixing that, though: it's somewhat inherent in the setup: if you have just one single point of failure, one vulnerable point to attack, you can expect trouble when people find and abuse it. It rubs me the wrong way to have to implement effects (etc.) differently for solo [I]on principle.[/I] Perhaps we should, I don't have the answers here, but that does mean that you're basically saying that stuff that works well against single targets happens not to work very well at all [I]if[/I] that single target is a solo. As is, save-ends effects seem to work pretty well for a behir; he's affected potentially for multiple of his rounds, but he saves much more quickly, so it's not a lockdown kind of effect. More problematic are the effects which impose some penalty until the attackers next turn; such powers are generally intended to be weaker than save-ends effects, but will actually be more powerful do to the Behirs unusual hyperactivity. But... how bad is that? There's a cost to all these fixes. The game works well with a group of monsters. A very very simple fix is just to accept that solo's are a tricky proposition and not to expect them to be a very reliable threat (sometimes, sure, but it's really dependent on circumstances) and have solo's backed up by others rather than changing quite a few fundamental mechanics. Just to be completely inconsistent :-), I'll say that I can well imagine using various specific ideas proposed here individually on specific solos, just to spice things up. So, the ideas are useful, but I think it'd be better to keep them as distinguishing gravy for some creatures rather than a system-wide fix. And if you think about it, that's not unlike what's been happening with solo's all along, and hopefully more of it will happen with newer MM's. Some have specific resistance to daze and stun, some have peculiar initiative trick (the behir, say) to balance the "action economy, etc... Now, ongoing damage specifically: Personally, I'm [I]definitely[/I] against stacking ongoing damage. Yes, it makes accounting for damage output easier, but not by much. Overlapping ongoing damage (i.e. multiple effects, multiple saves but no stacking) still has a bit of an advantage, but not the full amount: this is good both because it discourages pile-on play (i.e. you can have "extra" damaging powers with an incentive to spread the damage around rather than focus fire), and because when you [I]do[/I] focus fire, the extra benefit the extra ongoing damage grants is [I]least[/I] when the player rolls poorly (i.e, if he's not saving anyhow, then the extra ongoing has no effect; the damage per round is capped), so that reduces swinginess. If ongoing damage just becomes yet another way to deal damage, you remove that tactical element. So, the complexity of accounting for ongoing damage isn't so much a weakness as a strength: it's a real tactical element encouraging the damage dealer to weigh various tactics against each other (focus fire vs. slightly higher damage total). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Behir problem from MM2
Top