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General Tabletop Discussion
*Pathfinder & Starfinder
Conditions and the Solo Monster
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5792925" data-attributes="member: 882"><p>I was in a party that faced a number of different solo monsters at various levels. Towards the upper end, the number of immunities or special actions started to get silly. A monster that has multiple forms, every now and then, was quite entertaining. A single solo, with no support, was rather frustrating though (they could escape marks, action-loss powers, penalties, make saves before their turn and so on).</p><p></p><p>Yes, if you want the party to face a single big boss, then you need to do something about effects that would knock them away completely. Immunities are the wrong way to do it though. Someone above mentioned the idea that depending on what you effect with a spell/power, the duration or severity would change. This harkens back to Color Spray and Sleep of yore, where your hit dice determined what was going to happen to you. If monsters remain in the normal/elite/solo categories, then why not have powers with different entries for the different categories?</p><p></p><p>For instance, mark a normal monster, that's a -2 penalty when they attack your friends. An elite? Only a -1. A solo? They care not for your marks (until you up your penalty to -3 and even they are bothered) - you still get a free attack though! Stun ability? Stuns normal guys until they save, stuns elites for a turn, and solos are only dazed. The difference between this and what 4th edition epic monsters did is that it's clear to you right away that the effect will be weaker, rather than finding out part way through the turn that the damn beast gets to save five times for each effect.</p><p></p><p>(My real preference is not to class monsters as normal/elite/solo, but have a similar system based on power level vs. monster level aka old-fashioned hit dice reasoning).</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5792925, member: 882"] I was in a party that faced a number of different solo monsters at various levels. Towards the upper end, the number of immunities or special actions started to get silly. A monster that has multiple forms, every now and then, was quite entertaining. A single solo, with no support, was rather frustrating though (they could escape marks, action-loss powers, penalties, make saves before their turn and so on). Yes, if you want the party to face a single big boss, then you need to do something about effects that would knock them away completely. Immunities are the wrong way to do it though. Someone above mentioned the idea that depending on what you effect with a spell/power, the duration or severity would change. This harkens back to Color Spray and Sleep of yore, where your hit dice determined what was going to happen to you. If monsters remain in the normal/elite/solo categories, then why not have powers with different entries for the different categories? For instance, mark a normal monster, that's a -2 penalty when they attack your friends. An elite? Only a -1. A solo? They care not for your marks (until you up your penalty to -3 and even they are bothered) - you still get a free attack though! Stun ability? Stuns normal guys until they save, stuns elites for a turn, and solos are only dazed. The difference between this and what 4th edition epic monsters did is that it's clear to you right away that the effect will be weaker, rather than finding out part way through the turn that the damn beast gets to save five times for each effect. (My real preference is not to class monsters as normal/elite/solo, but have a similar system based on power level vs. monster level aka old-fashioned hit dice reasoning). [/QUOTE]
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Conditions and the Solo Monster
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