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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Boss idea... is he too powerful?
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<blockquote data-quote="Quickleaf" data-source="post: 5659178" data-attributes="member: 20323"><p>Doesn't this belong in house rules?</p><p></p><p></p><p>So 8 saving throws to either take no damage or half damage? If you're making the monster essentially invincible unless they start destroying power sources, then you'd better make it 150% clear that's the case. </p><p></p><p>IMO you'd be better off changing it to a flat resist X damage (where x is something like 2 or 3 per energy source). I say this because no damage from at-wills gimps strikers and essentials fighters/thieves. Plus it means you don't have to roll a kajillion saves and IMO gives the players a clearer sense of progress as they take out power sources.</p><p></p><p></p><p>In principle I like what you're going for, but at the table monster healing is generally a drag. My philosophy is the only reason a monster heals is so they have more time to show off their cool powers. Especially with a solo, why not just give it more opportunities to use its powers and/or extra powers?</p><p></p><p>Plus your condition "any time he is hurt on his turn" is rather odd. Do you mean only on opportunity attacks/immediate attacks? Then later you say as a minor action...</p><p></p><p>I would do something like 1/round (minor action) it can sacrifice a power source - it erupts in energy making a close burst 2 attack vs enemies, and recharges a power or let's him take a basic attack out of turn as a free action.</p><p></p><p></p><p>Hmm, if it's auto-damage you're going for I suggest an aura of reasonable size (5 maybe) that triggers if an enemy enters or ends it's turn there. Somewhere in the order of 2 damage per power source seems right. Actually this could be a direct trade-off with its resistance (your #1).</p><p></p><p>Btw what is the flavor of the monster?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5659178, member: 20323"] Doesn't this belong in house rules? So 8 saving throws to either take no damage or half damage? If you're making the monster essentially invincible unless they start destroying power sources, then you'd better make it 150% clear that's the case. IMO you'd be better off changing it to a flat resist X damage (where x is something like 2 or 3 per energy source). I say this because no damage from at-wills gimps strikers and essentials fighters/thieves. Plus it means you don't have to roll a kajillion saves and IMO gives the players a clearer sense of progress as they take out power sources. In principle I like what you're going for, but at the table monster healing is generally a drag. My philosophy is the only reason a monster heals is so they have more time to show off their cool powers. Especially with a solo, why not just give it more opportunities to use its powers and/or extra powers? Plus your condition "any time he is hurt on his turn" is rather odd. Do you mean only on opportunity attacks/immediate attacks? Then later you say as a minor action... I would do something like 1/round (minor action) it can sacrifice a power source - it erupts in energy making a close burst 2 attack vs enemies, and recharges a power or let's him take a basic attack out of turn as a free action. Hmm, if it's auto-damage you're going for I suggest an aura of reasonable size (5 maybe) that triggers if an enemy enters or ends it's turn there. Somewhere in the order of 2 damage per power source seems right. Actually this could be a direct trade-off with its resistance (your #1). Btw what is the flavor of the monster? [/QUOTE]
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Boss idea... is he too powerful?
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