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<blockquote data-quote="Mistwell" data-source="post: 6681842" data-attributes="member: 2525"><p>It doesn't negate the fun. Combat in 5e is much faster than 3e or 4e combat (in general), and this can be a lot of fun. It's part of this version of the game I think. I do think it makes solo monsters a bit more complicated to run - it's easier to run a challenge with multiple foes, even if it's a big bad and their minor minions.</p><p></p><p>Also, this tactic has it's drawbacks and have built-in balances. Saving throw DCs are hard to increase, so the spellcaster can entirely waste their spell on a successful save with a spell like Hold Person; and even on a failed on, it's a concentration spell so you can only do it once, and it can be broken by the caster taking damage. And the fireballs, it can be done on rare occasion - but then the spellcaster expended resources, and the next encounter within minutes of the last one due to the sound of a bomb going off (fireball - three times) will prevent a short rest (which takes an hour) and soon the spellcaster is reduced to cantrips.</p><p></p><p>Also in terms of solo monsters, you might want to check out the legendary creatures and lairs stuff in the monster manual. Legendary creatures can shrug off some saving-throw effects, and their lairs can get an action as well to disrupt a spellcaster. It helps address some of these issues, and plays quite well (and fun) too.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6681842, member: 2525"] It doesn't negate the fun. Combat in 5e is much faster than 3e or 4e combat (in general), and this can be a lot of fun. It's part of this version of the game I think. I do think it makes solo monsters a bit more complicated to run - it's easier to run a challenge with multiple foes, even if it's a big bad and their minor minions. Also, this tactic has it's drawbacks and have built-in balances. Saving throw DCs are hard to increase, so the spellcaster can entirely waste their spell on a successful save with a spell like Hold Person; and even on a failed on, it's a concentration spell so you can only do it once, and it can be broken by the caster taking damage. And the fireballs, it can be done on rare occasion - but then the spellcaster expended resources, and the next encounter within minutes of the last one due to the sound of a bomb going off (fireball - three times) will prevent a short rest (which takes an hour) and soon the spellcaster is reduced to cantrips. Also in terms of solo monsters, you might want to check out the legendary creatures and lairs stuff in the monster manual. Legendary creatures can shrug off some saving-throw effects, and their lairs can get an action as well to disrupt a spellcaster. It helps address some of these issues, and plays quite well (and fun) too. [/QUOTE]
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