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General Tabletop Discussion
*Pathfinder & Starfinder
Consolidated Tips & Guidelines for Solo Creation
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<blockquote data-quote="knightofround" data-source="post: 5273821" data-attributes="member: 27884"><p>One key thing I would mention is this: Never use a solo that is higher level than the party. That is really the only source of the "high defenses make them too grindy" point.</p><p></p><p>If you insist on using a making a more-challenging-than-average solo encounter, keep the solo equal to party level, but fill up the rest of the xp budget with more creatures, traps, and terrain favorable to the enemy in order to compensate.</p><p></p><p>I would also dispute your point that "solos can't be leaders". It is very possible to make a party level + 5 encounter, with a party level solo leader plus a crap-ton of minions. You'd just need to make sure to give your leader appropiate powers...like:</p><p></p><p>Saving Aura 4: Whenever an ally within aura is dealt damage that would normally be fatal, the ally can roll a saving throw to convert the hit into a miss.</p><p></p><p>or</p><p></p><p>Reanimate Dead, Blast 5: All undead allies that were killed within blast during this encounter are resurrected. They can start taking actions on the solo's next turn.</p><p></p><p>or</p><p></p><p>Infuse Minion, range 10, one ally: When target dies, they explode, causing 1d10+5 necrotic damage within close burst 2, centered on target</p></blockquote><p></p>
[QUOTE="knightofround, post: 5273821, member: 27884"] One key thing I would mention is this: Never use a solo that is higher level than the party. That is really the only source of the "high defenses make them too grindy" point. If you insist on using a making a more-challenging-than-average solo encounter, keep the solo equal to party level, but fill up the rest of the xp budget with more creatures, traps, and terrain favorable to the enemy in order to compensate. I would also dispute your point that "solos can't be leaders". It is very possible to make a party level + 5 encounter, with a party level solo leader plus a crap-ton of minions. You'd just need to make sure to give your leader appropiate powers...like: Saving Aura 4: Whenever an ally within aura is dealt damage that would normally be fatal, the ally can roll a saving throw to convert the hit into a miss. or Reanimate Dead, Blast 5: All undead allies that were killed within blast during this encounter are resurrected. They can start taking actions on the solo's next turn. or Infuse Minion, range 10, one ally: When target dies, they explode, causing 1d10+5 necrotic damage within close burst 2, centered on target [/QUOTE]
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