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<blockquote data-quote="UngeheuerLich" data-source="post: 5861254" data-attributes="member: 59057"><p>The concept is sound:</p><p></p><p>I don´t personall, even in a 4e game like Solo=boss. A human should never be a solo. Elite is about equal in power to a PC. But if I read solo, I want mechanics and fluff match.</p><p></p><p>A dragon is a huge beast. This is a solo monster. A beholder too. They have always been solos.</p><p></p><p>I´d rather have a more general rule: Monsters may make double attacks against lower level opponents by taking -4 to hit and AC. (Maybe -2, mabe -3, i didn´t exactly do the math)</p><p></p><p>Instead of solo, elite, minion I´d rather had different size categories that do exactly this.</p><p></p><p>A solo is a huge-gargantuan beast. A giant is elite.</p><p></p><p>Acutally 3.0 did this with size modifiers to a certain extend.</p><p>Giants took a good penalty to hit and to AC, but gained some good damage and HP boosts. This (in 4e terms) effectively made a 10th level (hit dice) giant an 8th level elite.</p><p>The problem was high strength and natural armor usually counteracting the size modifiers which was a shame.</p><p></p><p>5th edition porbably does not need size modifiers at all. Without attack bonuses as a function of level, a big giant just has a lot of hp and clobbers very well. He is stil hit by low level opponents quite well, but his high hp and damage makes him a dangerous threat.</p><p></p><p>I am not sure if no attack bonus per level is a very good idea. Really depends how the fighter gets ahead in terms of Attack bonus. Only beeing +1 to hit above the wizard seems wrong.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 5861254, member: 59057"] The concept is sound: I don´t personall, even in a 4e game like Solo=boss. A human should never be a solo. Elite is about equal in power to a PC. But if I read solo, I want mechanics and fluff match. A dragon is a huge beast. This is a solo monster. A beholder too. They have always been solos. I´d rather have a more general rule: Monsters may make double attacks against lower level opponents by taking -4 to hit and AC. (Maybe -2, mabe -3, i didn´t exactly do the math) Instead of solo, elite, minion I´d rather had different size categories that do exactly this. A solo is a huge-gargantuan beast. A giant is elite. Acutally 3.0 did this with size modifiers to a certain extend. Giants took a good penalty to hit and to AC, but gained some good damage and HP boosts. This (in 4e terms) effectively made a 10th level (hit dice) giant an 8th level elite. The problem was high strength and natural armor usually counteracting the size modifiers which was a shame. 5th edition porbably does not need size modifiers at all. Without attack bonuses as a function of level, a big giant just has a lot of hp and clobbers very well. He is stil hit by low level opponents quite well, but his high hp and damage makes him a dangerous threat. I am not sure if no attack bonus per level is a very good idea. Really depends how the fighter gets ahead in terms of Attack bonus. Only beeing +1 to hit above the wizard seems wrong. [/QUOTE]
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