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General Tabletop Discussion
*Pathfinder & Starfinder
Conditions and the Solo Monster
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<blockquote data-quote="GM Dave" data-source="post: 5791133" data-attributes="member: 6687992"><p>I like the idea of large size solos and larger to have multiple body areas.</p><p></p><p>An effect that dazes could then be listed as dazing one area on the Solo. This could stop a number of eyes on a Beholder or the wings or tail on a dragon. This would still leave the rest of the Solo Monster functional and a threat.</p><p></p><p>Players could then work together to pin down quadrants of the monster. The players can still gain advantage but they need to stack their advantages over sections of the monster.</p><p></p><p>I also think that it would be good to have some free action / aura effects and give solos the ability to use more triggers per turn. The Solo Dragon might be able to breath fire with a standard action as this is a big type of attack that should be damaging while Wing buffets, claw swipes, and tail slaps should be triggered based upon the actions of the players.</p><p></p><p>Solo Monsters might also be given in some cases an assist in the form of 'a lair'. Most Solo monsters are smart or strong enough to manipulate their environment over time. If the Solo monster is encountered in its lair than it is reasonable to consider there are some things that have been set up (traps, hazardous environment, trigger-able events) instead of a bare room.</p><p></p><p>Five characters facing one Minotaur stacks fate in the hands of the players but what if part way though the battle the Minotaur has walls of a maze come out of the ground separating players into ones and twos. Players will need to work fast to group up again before the Minotaur catches them alone.</p><p></p><p>A dragon might have a pile of treasure set to topple with the proper thump of a tail causing a wave to knock players down.</p><p></p><p>A storm giant might raise a cloud of mist that suddenly shuts off the accuracy of long distance range fighters or summons a lightning storm that starts striking targets around the giant every round.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5791133, member: 6687992"] I like the idea of large size solos and larger to have multiple body areas. An effect that dazes could then be listed as dazing one area on the Solo. This could stop a number of eyes on a Beholder or the wings or tail on a dragon. This would still leave the rest of the Solo Monster functional and a threat. Players could then work together to pin down quadrants of the monster. The players can still gain advantage but they need to stack their advantages over sections of the monster. I also think that it would be good to have some free action / aura effects and give solos the ability to use more triggers per turn. The Solo Dragon might be able to breath fire with a standard action as this is a big type of attack that should be damaging while Wing buffets, claw swipes, and tail slaps should be triggered based upon the actions of the players. Solo Monsters might also be given in some cases an assist in the form of 'a lair'. Most Solo monsters are smart or strong enough to manipulate their environment over time. If the Solo monster is encountered in its lair than it is reasonable to consider there are some things that have been set up (traps, hazardous environment, trigger-able events) instead of a bare room. Five characters facing one Minotaur stacks fate in the hands of the players but what if part way though the battle the Minotaur has walls of a maze come out of the ground separating players into ones and twos. Players will need to work fast to group up again before the Minotaur catches them alone. A dragon might have a pile of treasure set to topple with the proper thump of a tail causing a wave to knock players down. A storm giant might raise a cloud of mist that suddenly shuts off the accuracy of long distance range fighters or summons a lightning storm that starts striking targets around the giant every round. [/QUOTE]
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