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General Tabletop Discussion
*Pathfinder & Starfinder
Consolidated Tips & Guidelines for Solo Creation
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<blockquote data-quote="Mesh Hong" data-source="post: 5274700" data-attributes="member: 73463"><p>Good stuff here, I agree that solos should always be tailored with the group in mind as far as reasonable threat goes. A solo of course is also a good opportunity to include a power or two that messes with whatever the PCs usual combat winning tactic is, if this can be done in a reasonable way.</p><p> </p><p>It is also a good point that solos are not strictly tied into one role. The best solos have a core role and have a few powers or traits borrowed from other roles. This is perfectly fair as a solo represents five standard creatures, a group of five creatures in an encounter would usually cover two to three roles between them.</p><p> </p><p></p><p> </p><p>I don't agree with this. Solo's actually work better when slightly higher than the group, my usual preference is one to three levels. The slightly higher defences and punch this generates goes some way to counteracting the drag factor of it only being one creature as apposed to five.</p><p> </p><p>Obviously you still must keep an eye on the balance of teh encounter and with this in mind I usually make level +3 and above solos with the Brute core role which gives them a lower AC.</p><p> </p><p>In my experience even level solos do not usually make threatening encounters as PCs are more than competent against them. I would usually prefer to build an encounter around a higher level elite with some additional interesting standard creatures than use an even level solo.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 5274700, member: 73463"] Good stuff here, I agree that solos should always be tailored with the group in mind as far as reasonable threat goes. A solo of course is also a good opportunity to include a power or two that messes with whatever the PCs usual combat winning tactic is, if this can be done in a reasonable way. It is also a good point that solos are not strictly tied into one role. The best solos have a core role and have a few powers or traits borrowed from other roles. This is perfectly fair as a solo represents five standard creatures, a group of five creatures in an encounter would usually cover two to three roles between them. I don't agree with this. Solo's actually work better when slightly higher than the group, my usual preference is one to three levels. The slightly higher defences and punch this generates goes some way to counteracting the drag factor of it only being one creature as apposed to five. Obviously you still must keep an eye on the balance of teh encounter and with this in mind I usually make level +3 and above solos with the Brute core role which gives them a lower AC. In my experience even level solos do not usually make threatening encounters as PCs are more than competent against them. I would usually prefer to build an encounter around a higher level elite with some additional interesting standard creatures than use an even level solo. [/QUOTE]
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