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Dear bloody god: Calystrx (Threats to Nentir Vale Preview)
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<blockquote data-quote="Riastlin" data-source="post: 5584400" data-attributes="member: 94022"><p>Allowing solos the ability to deal with marks is certainly worth consridering, though I might be more amenable to giving them a save vs. any mark at the start of their turn rather than just flat out ignoring them.</p><p> </p><p>Removing them at end of the solo's turn really only helps with triggered actions or solo's that have multiple initiatives. Though I would note that in the Calystrx's example, as written and interpreted by the author, the mark "ignore" wouldn't really help if the marking defender had an initiative right after the last head, or right before the first head (since the end of Cal's turn is at initiative 10). </p><p> </p><p>By contrast, going the save route allows a) the solo to potentially ignore the mark during its active turn while b) still making marks meaningful -- if the solo fails the save, then its still subject to the mark.</p><p> </p><p>All that being said, I ran the new Beholder (levelled up to 12) as a solo vs. a level 11 party of 6 and even with the swordmage's mark being up the entire encounter, the party was still hard pressed by the end of it. The ranger was a bit of a weeble wobble (and almost got tossed off a tower), the leader was petrified for several rounds, etc. Even the swordmage eventually took to going full defense on her turn because she was still taking net damage (even with the temps granted by her mark). I did not give the beholder anything to deal with marks, but it still ended up being a tense battle. Had I allowed it to save vs. the mark, it might have been enough to kill 1 or more PCs without too much difficulty.</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5584400, member: 94022"] Allowing solos the ability to deal with marks is certainly worth consridering, though I might be more amenable to giving them a save vs. any mark at the start of their turn rather than just flat out ignoring them. Removing them at end of the solo's turn really only helps with triggered actions or solo's that have multiple initiatives. Though I would note that in the Calystrx's example, as written and interpreted by the author, the mark "ignore" wouldn't really help if the marking defender had an initiative right after the last head, or right before the first head (since the end of Cal's turn is at initiative 10). By contrast, going the save route allows a) the solo to potentially ignore the mark during its active turn while b) still making marks meaningful -- if the solo fails the save, then its still subject to the mark. All that being said, I ran the new Beholder (levelled up to 12) as a solo vs. a level 11 party of 6 and even with the swordmage's mark being up the entire encounter, the party was still hard pressed by the end of it. The ranger was a bit of a weeble wobble (and almost got tossed off a tower), the leader was petrified for several rounds, etc. Even the swordmage eventually took to going full defense on her turn because she was still taking net damage (even with the temps granted by her mark). I did not give the beholder anything to deal with marks, but it still ended up being a tense battle. Had I allowed it to save vs. the mark, it might have been enough to kill 1 or more PCs without too much difficulty. [/QUOTE]
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Dear bloody god: Calystrx (Threats to Nentir Vale Preview)
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