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*Pathfinder & Starfinder
Doing the Monster Math for the original MM
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<blockquote data-quote="Aegeri" data-source="post: 5259816" data-attributes="member: 78116"><p>Sadly no. Until end of next turn effects are generally the bane of every solo in existence and not many have an answer to it. Some almost completely ignore stun and daze, like Turgalas while others may lose an attack off their standard action (Hydras and Hydra fury as an example). There isn't any real consistency to this and ultimately to really fix you need a houserule or mechanic to solve it.</p><p></p><p>Lolth for example is a fantastic solo in MM3, but has absolutely no answer to being dazed, stunned or dominated repeatedly until the end of a PCs next turn. This is a pretty massive flaw in what is otherwise a great and very fun monster. In my playtests, if you apply her saves to daze, stun and dominate conditions in general (EG such solos always treat those conditions as save ends) it's nowhere near the issue. </p><p></p><p>But again, there isn't a simple answer and ultimately the DM has to solve this through clever power design or a houserule of some kind. You'll find there are multiple solutions and perspectives on this as well. Personally I've made a houserule that reads:</p><p></p><p>"Solo monsters treat all daze, dominate and stun effects as save ends".</p><p></p><p>That actually solved the problem for the most part, given that many upper level solos have immediate interrupt saves (Lolth), when they just save them like anything else it's nowhere near as "I win" as it was. Other monsters just lose a standard action attack or some other penalty, depending on how I design them.</p><p></p><p></p><p></p><p>That is an excellent point actually, MM1 creatures are even further behind than I thought! Remembering that the +40% to damage is applied universally on all attacks (roughly, 40% is only an estimate at best). When they become bloodied they should be doing roughly 50% more again (99% of the time this means an extra attack or some way of increasing damage - but an extra attack is simplest). So that actually adds to make a bigger difference between MM3 and MM1 creatures.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5259816, member: 78116"] Sadly no. Until end of next turn effects are generally the bane of every solo in existence and not many have an answer to it. Some almost completely ignore stun and daze, like Turgalas while others may lose an attack off their standard action (Hydras and Hydra fury as an example). There isn't any real consistency to this and ultimately to really fix you need a houserule or mechanic to solve it. Lolth for example is a fantastic solo in MM3, but has absolutely no answer to being dazed, stunned or dominated repeatedly until the end of a PCs next turn. This is a pretty massive flaw in what is otherwise a great and very fun monster. In my playtests, if you apply her saves to daze, stun and dominate conditions in general (EG such solos always treat those conditions as save ends) it's nowhere near the issue. But again, there isn't a simple answer and ultimately the DM has to solve this through clever power design or a houserule of some kind. You'll find there are multiple solutions and perspectives on this as well. Personally I've made a houserule that reads: "Solo monsters treat all daze, dominate and stun effects as save ends". That actually solved the problem for the most part, given that many upper level solos have immediate interrupt saves (Lolth), when they just save them like anything else it's nowhere near as "I win" as it was. Other monsters just lose a standard action attack or some other penalty, depending on how I design them. That is an excellent point actually, MM1 creatures are even further behind than I thought! Remembering that the +40% to damage is applied universally on all attacks (roughly, 40% is only an estimate at best). When they become bloodied they should be doing roughly 50% more again (99% of the time this means an extra attack or some way of increasing damage - but an extra attack is simplest). So that actually adds to make a bigger difference between MM3 and MM1 creatures. [/QUOTE]
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