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*Pathfinder & Starfinder
Challenging an Epic Party
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<blockquote data-quote="Riastlin" data-source="post: 5712260" data-attributes="member: 94022"><p>Putting Vecna first in the initiative order certainly helps. However, one of the best features I've found for solos is the ability to get a multitude of actions. The biggest vulnerability any solo has is its relative lack of actions. Therefore, I'd take a look at your party's potential initiative range. I've not reached epic tier yet, but I'm guessing that your party is likely to have everyone fall somewhere between 20 - 60 in the initiative order. So, assuming this is true, place Vecna at 60 in the order. And at 50. And 40. And 30. He is, after all, a god. He is also the god of secrets so its not out of the realm of possibility that he has developed the secret to manipulating time. Heck, combine this with what [MENTION=63]RangerWickett[/MENTION] suggests about the "4 Vecnas" and you even have a good explanation/description of what's going on.</p><p></p><p>I would also make sure that he has plenty of minor action and even free actions available. He should be doing something with each of his actions every turn. Whether its teleporting, attacking, moving, or messing with the battlefield. The last thing a god should do is "nothing".</p><p></p><p>Finally, give terrain effects that Vecna and his cohorts are immune to. Dropping the floor away to reveal massively hot lava? Great, give Vecna and his allies the ability to fly. Have an artifact that is exuding necrotic damage? Good thing Vecna and his undead allies are highly resistant/immune to necrotic damage. </p><p></p><p>Are you stacking the deck? Sure, but the PCs are also seeking out Vecna. Its not too likely that he would be caught off guard, and if he were, and was thoroughly unprepared, he'd get the heck outta Dodge before they could kill him. If they are attacking him on his turf, then it absolutely should feature a battlefield that is to his immense advantage.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5712260, member: 94022"] Putting Vecna first in the initiative order certainly helps. However, one of the best features I've found for solos is the ability to get a multitude of actions. The biggest vulnerability any solo has is its relative lack of actions. Therefore, I'd take a look at your party's potential initiative range. I've not reached epic tier yet, but I'm guessing that your party is likely to have everyone fall somewhere between 20 - 60 in the initiative order. So, assuming this is true, place Vecna at 60 in the order. And at 50. And 40. And 30. He is, after all, a god. He is also the god of secrets so its not out of the realm of possibility that he has developed the secret to manipulating time. Heck, combine this with what [MENTION=63]RangerWickett[/MENTION] suggests about the "4 Vecnas" and you even have a good explanation/description of what's going on. I would also make sure that he has plenty of minor action and even free actions available. He should be doing something with each of his actions every turn. Whether its teleporting, attacking, moving, or messing with the battlefield. The last thing a god should do is "nothing". Finally, give terrain effects that Vecna and his cohorts are immune to. Dropping the floor away to reveal massively hot lava? Great, give Vecna and his allies the ability to fly. Have an artifact that is exuding necrotic damage? Good thing Vecna and his undead allies are highly resistant/immune to necrotic damage. Are you stacking the deck? Sure, but the PCs are also seeking out Vecna. Its not too likely that he would be caught off guard, and if he were, and was thoroughly unprepared, he'd get the heck outta Dodge before they could kill him. If they are attacking him on his turf, then it absolutely should feature a battlefield that is to his immense advantage. [/QUOTE]
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