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<blockquote data-quote="NewJeffCT" data-source="post: 5671551" data-attributes="member: 10784"><p>I've found with 4E is that if I want a "boss" solo fight, I would need to have a solo monster be several levels higher than the party, so this is not surprising to me at all. A solo that is the same level as the party, or even 1 or 2 levels higher, would not have much of a chance, and your example above proves it. (I ran my level 8 party of six PCs against a level 12 solo who had two level 7 lurkers as allies and the party won.)</p><p></p><p>Your example above had the bad guy burning both of his action points in the first round and not even dropping one PC below 0. At level 7, the PC most likely has an item that gives them a saving throw bonus, so would make his or her save more often than not. Plus, since only one PC has been injured, the party healer can focus on that one hurt person on their turn. </p><p></p><p>The fighter's surge value is 18, plus whatever bonus the healer can provide - another +5 is not unreasonable, so the fighter would go from 17 hit points to 40 once healed, so can last through 2 more rounds of poison. And, if the assassin keeps focusing on the fighter, the rest of the party can attack the assassin.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 5671551, member: 10784"] I've found with 4E is that if I want a "boss" solo fight, I would need to have a solo monster be several levels higher than the party, so this is not surprising to me at all. A solo that is the same level as the party, or even 1 or 2 levels higher, would not have much of a chance, and your example above proves it. (I ran my level 8 party of six PCs against a level 12 solo who had two level 7 lurkers as allies and the party won.) Your example above had the bad guy burning both of his action points in the first round and not even dropping one PC below 0. At level 7, the PC most likely has an item that gives them a saving throw bonus, so would make his or her save more often than not. Plus, since only one PC has been injured, the party healer can focus on that one hurt person on their turn. The fighter's surge value is 18, plus whatever bonus the healer can provide - another +5 is not unreasonable, so the fighter would go from 17 hit points to 40 once healed, so can last through 2 more rounds of poison. And, if the assassin keeps focusing on the fighter, the rest of the party can attack the assassin. [/QUOTE]
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