Dracolich: Stun-o-riffic!

Fought one with our level 16 party.

Very boring. My fighter spent 8 rounds unconscious - every time I got up, the darn thing knocked me back down again. If it had decided to take a few coup de grace attacks, we'd have been wiped out alarmingly quickly.

Stunned =/= unconscious, so the dragon couldn't have coup de graced anybody. You can only do that to someone who is helpless.

Unless of course the dracolich really did have attacks that knocked you unconscious. There might be one of those in the 4e Draconomicon - can't remember.
 

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It does NOT work, however, as an at-will in the hands of a monster. Or as an Encounter in the hands of a player (I don't think there any offenders, though, in that instance).

PHB1 Encounter powers that daze:

Radiant Servant 11: Solar Wrath (only versus undead or demons)
Fighter 13: Anvil of Doom w/ hammers or maces
Paladin 27: Stunning Smite
Ranger 27: Death Rend
Rogue 13: Stunning Strike
Rogue 27: Perfect Strike
Wizard 17: Ice Tomb
Wizard 23: Thunderclap
any Divine: Pelor's Radiance (undead only)

Between encounters and dailies, a 15th level part is fully capable of keeping any 1 monster in stun/daze/blind-lock for the entirety of an encounter.
 

That sounds frustating and fun at same time.

Really, much more frustrating than fun. I neglected the bit about the dracolich having the Warlord template, so even when we finally got around to killing him, he'd just use an Inspire Word and heal 150+ hit points.

There was some movement, so it wasn't a complete grind, but it just took too long.
 


I am the DM who dropped the 11th level warlord dracolich on mlangsdorf's party. This was a MM dracolich downlevelled to 11 using the stone-something dracolich from Draconomicon as a reference for damage values. The warlord template made it worth extra XP (as though there were an extra creature present).

It was not pretty. It really was a fantastic example of the "grind" -- the players were using their powers on just about every turn, the dracolich was running around trying to do interesting things and dropping party members, but it still wound up a dull slugfest. There was no present sense of danger (the longer the fight went on, the more confident the PCs became, as the solo's HP went down), nor was there any sense that taking daring risks would help the group succeed -- sitting back and using your tried-and-true Daily powers was a better option.

Two other observations:

1) His breath weapon recharged 3 rounds in a row. Not only was he laying down the damage -- he had combat advantage and kept pretty much the entire party in stun-lock, dropping two of them. If he had recharged a 4th round, it probably would have been a TPK. Sadly this was the beginning of the fight -- it would have made a great climactic ending, but by the end he was too busy being daze-locked by the paladin. Recharge is a nice mechanic because it minimizes the "state" the DM needs to track, but it can be swingy in extreme situations.

2) The immediate interrupt close blast gaze is sick -- and it causes the PCs to avoid melee, which drags the fight on even more. It should probably be an immediate reaction, and it should definitely have a recharge (even a generous one like recharge 4 5 6 would be better than at-will; although players would probably still avoid striking him even if it were recharge 6). Making this a single-target power would also be good. (I actually messed this up and treated it like an immediate reaction during the fight -- had I done it right, as an immediate interrupt, the party warlord's lead the attack would not have happened and it probably would have been a TPK.)


I read recently that stunning was an "asymmetrical" game-design element in that it is fun for players to stun monsters but NOT fun for players to get stunned themselves. It seems pretty obvious why -- people show up to play, not to sit around being stunned. It seems like a similar rationale might apply to solos -- once stunned they just become a bag of hit points for you to pound on. I've contemplated house rules relating to this but have yet to come up with anything really good.

-- 77IM
 

Normal monsters have 2 states: default, and bloodied. With solos, there's more than enough room to introduce a few more states, say at 1/4 and 3/4 hp. You could have extra attacks keying off reaching these thresholds. You could also have all conditions automatically expire when the monster hits the thresholds.
 

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