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[Feedback] My solo Solo-Monster
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<blockquote data-quote="lgw" data-source="post: 4894561" data-attributes="member: 74094"><p>Thanks for the good feedback.</p><p> </p><p>Some bits I might add for understanding:</p><p>* The PCs will be on a ship, which is likely about 10 or 12 sq (= 15-18m) at its widest point. That together with the behavior of the tentacles places heavy focus on good positioning.</p><p>* The PCs will have plenty of opportunity to gather information about The Kraken before going to sea, so they can prepare.</p><p> </p><p></p><p> </p><p>Well, on normal rounds the offense will be somewhat limited, too, and focussing even takes more damage away. (NB: The head will not always make the most smart attack but rather go by the hit-what-hits-me principle usually.)</p><p>It does change when bloodied, though, and as well on Maw attack rounds and with APs.</p><p> </p><p></p><p> </p><p>The head is basically only attackable with a ready action and (barring some stunts) savely in the water most of the time. It's a major point that the players figure that.</p><p> </p><p></p><p> </p><p>Yes, getting rid of the tentacles is a major point to find savespots. As long as more than 10 tentacles are out the party will probably be in quite some problem maneuvering and staying save - especially the bigger assets (strikes, controllers) due weaken / OAs / etc. A defender can probably savely cover 1-3 tentacles and won't mind the debuffs that much or simply ignore them due a good fortitude.</p><p>I'll be quite liberal for stunts that drive the tentacles away without doing formal damage - like setting a section of the ship on fire, raining down cannon balls from from atop, etc. The Kraken will also withdraw once all tentacles are scared away - if the PCs manage that, they deserve the earlier victory.</p><p> </p><p></p><p> </p><p>It will still lash back - but that can happen only once/round due the limit to immediate actions, and of course grabbing tentacles cannot do that due the limit of grab.</p><p>I'll also probably up the limit back to 19 (10 + 1/2 lvl, as the Shaman's Spirit Companion), because it's too easy to force them away. I was a bit careful due the resist 5 (untyped), but given the time to prepare and that about all of them have some other options in particular, I think they sitll have quite good chances.</p><p> </p><p></p><p> </p><p>Yes, no PC will ever be target of more than one Tentacle Fury attack. Although I'm thinking about giving a +2 to attack for each extra tentacle in reach to add some scariness and enforce even more tactical movement.</p></blockquote><p></p>
[QUOTE="lgw, post: 4894561, member: 74094"] Thanks for the good feedback. Some bits I might add for understanding: * The PCs will be on a ship, which is likely about 10 or 12 sq (= 15-18m) at its widest point. That together with the behavior of the tentacles places heavy focus on good positioning. * The PCs will have plenty of opportunity to gather information about The Kraken before going to sea, so they can prepare. Well, on normal rounds the offense will be somewhat limited, too, and focussing even takes more damage away. (NB: The head will not always make the most smart attack but rather go by the hit-what-hits-me principle usually.) It does change when bloodied, though, and as well on Maw attack rounds and with APs. The head is basically only attackable with a ready action and (barring some stunts) savely in the water most of the time. It's a major point that the players figure that. Yes, getting rid of the tentacles is a major point to find savespots. As long as more than 10 tentacles are out the party will probably be in quite some problem maneuvering and staying save - especially the bigger assets (strikes, controllers) due weaken / OAs / etc. A defender can probably savely cover 1-3 tentacles and won't mind the debuffs that much or simply ignore them due a good fortitude. I'll be quite liberal for stunts that drive the tentacles away without doing formal damage - like setting a section of the ship on fire, raining down cannon balls from from atop, etc. The Kraken will also withdraw once all tentacles are scared away - if the PCs manage that, they deserve the earlier victory. It will still lash back - but that can happen only once/round due the limit to immediate actions, and of course grabbing tentacles cannot do that due the limit of grab. I'll also probably up the limit back to 19 (10 + 1/2 lvl, as the Shaman's Spirit Companion), because it's too easy to force them away. I was a bit careful due the resist 5 (untyped), but given the time to prepare and that about all of them have some other options in particular, I think they sitll have quite good chances. Yes, no PC will ever be target of more than one Tentacle Fury attack. Although I'm thinking about giving a +2 to attack for each extra tentacle in reach to add some scariness and enforce even more tactical movement. [/QUOTE]
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