Ok, I've complained about solo creatures in the past with my Glave-wielding fighter seeming to eat everything up and my Hospitaler paladin healing everyone for 9 when a creature even thinks about attacking someone.
Tonight we played a dungeon delve with four PCs and the level 12 delve with the green dragon.
The green dragon does 1d8+6 damage on a breath weapon. That just seems crazy to me.
After about eight rounds, it became clear that the players were bored. I was bored. The dragon had 200 hitpoints left. The party had burned encounters and dailies. The dragon wasn't really going to hurt them. It was just boring for everyone. So I started pouring the dragon's hitpoints into damage about 10 at a time. That made things a bit more exciting, but I still left feeling hollow.
D&D 4e monsters just don't seem that threatening - particularly elites and solos who don't really do much more than regular monsters yet count for far more. Every time someone says "they're not meant to be ran solo" I want to claw my eyes out. They're called "solos" for crying out loud.
I'm seriously considering doubling the damage and halving the hitpoints of a lot of the creatures we play. I bet it would make things a lot more exciting and might make battles quite a bit shorter without any loss in drama.
Maybe I'm just not playing it right, but my two biggest problems right now are weak monsters and long battles.
Any other thoughts or solutions to help me out?
Update: Ok, Two things I clearly messed up on. One, the dragon's breath does ongoing 10 which could hurt quite a bit and I don't think I kept up with that. Second, the dragon's bite is quite a bit tougher than the dragon's claw attack with the ongoing 15. I should have done that quite a bit more.
Still, I think things could be greatly improved with monster damage output and speeding up fights. I still want to try my glass cannon modification.
Tonight we played a dungeon delve with four PCs and the level 12 delve with the green dragon.
The green dragon does 1d8+6 damage on a breath weapon. That just seems crazy to me.
After about eight rounds, it became clear that the players were bored. I was bored. The dragon had 200 hitpoints left. The party had burned encounters and dailies. The dragon wasn't really going to hurt them. It was just boring for everyone. So I started pouring the dragon's hitpoints into damage about 10 at a time. That made things a bit more exciting, but I still left feeling hollow.
D&D 4e monsters just don't seem that threatening - particularly elites and solos who don't really do much more than regular monsters yet count for far more. Every time someone says "they're not meant to be ran solo" I want to claw my eyes out. They're called "solos" for crying out loud.
I'm seriously considering doubling the damage and halving the hitpoints of a lot of the creatures we play. I bet it would make things a lot more exciting and might make battles quite a bit shorter without any loss in drama.
Maybe I'm just not playing it right, but my two biggest problems right now are weak monsters and long battles.
Any other thoughts or solutions to help me out?
Update: Ok, Two things I clearly messed up on. One, the dragon's breath does ongoing 10 which could hurt quite a bit and I don't think I kept up with that. Second, the dragon's bite is quite a bit tougher than the dragon's claw attack with the ongoing 15. I should have done that quite a bit more.
Still, I think things could be greatly improved with monster damage output and speeding up fights. I still want to try my glass cannon modification.