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[FRCG] Sharn - Overpowered?
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<blockquote data-quote="CapnZapp" data-source="post: 4995095" data-attributes="member: 12731"><p>Ah, that's why <em>Independent Action</em> references a <em>Bite</em> power.</p><p></p><p>Okay, so here's the designer-recommended changes to this monster:</p><p>1) lower all its defenses by 4 each (!)</p><p>2) halve its regeneration (so it ends up recovering 10 hp each round) </p><p></p><p>I'd say that is enough to make the critter a candidate for an update (lowering its defenses by 4 makes a much bigger impact on an encounter than correcting its alignment after all)</p><p></p><p>---</p><p></p><p>As for myself, I'm inclined to not bring it closer to the baseline, instead emphasising its extremes. It is an extreme monster, after all!</p><p></p><p>So I'd keep the regen at 10 (effectively 20/round) and instead <em>halving</em> its hit point total. That also lets me keep the Second Wind, although under a new name (because 153 hp now represents half its hp and so would doesn't do what SW does, i.e. returning hp equal to your healing surge value). I'd call it <em>Arcane Recuperation</em> or something. This would then be used only when the Sharn is (very) bloodied, and provides a point where either it or the party could consider retreating.</p><p></p><p>The portals are interesting, but I would make its <em>Leaping Plaguefire</em> secondary attacks target people adjacent to a portal. This strengthens the dynamic quality of these portals i.e. how they encourage PCs to continously move away from them. (Because the Sharn can move portals twice in between any PC's turn, it should be rare there are no secondary targets).</p><p></p><p>More like a nitpick (if Khur is still around): a monster having both <em>Independent Action</em> and <em>Double Action</em> is a bit confusing. Moreover, "independent" action suggests one half can act normally even when the other half is unable to take action (not that this monster can be stunned or dazed).</p><p></p><p>I'd keep <em>Double Action</em> only, and make its Adaptive Blue Bolt a minor action. That would accomplish the same thing in a clearer way (see below).</p><p></p><p>I'm also inclined to allow the Sharn to create or move a Hex Portal as a free action. Making this ability a minor (and a sustain power!) only puts mental strain on the DM. It really should be able to do this freely, without its DM having to calculate pros and cons <em>every single round</em>.</p><p></p><p>Splitting the Claw and Bolt also makes it easier for the DM to remember to use one of each (instead of two Claws or two Bolts) because of the Dazed bonus condition.</p><p></p><p>In fact, I'd move the Dazed bonus. You seldom need to encourage a monster to focus its fire - that brings its own reward. In fact, for a Solo, I believe it is best if it is encouraged to <em>split</em> its attacks (a rule that can have great exceptions: Hero-Slaying Hydra being one example)</p><p></p><p>Instead, I'd say "if the target of the Blue Bolt is adjacent to a Hex Portal, it is additionally Dazed (ends on the same save as the ongoing damage)". Same reason as above; strengthen PC's reasons to keep moving.</p><p></p><p>If this makes Hex Portals similar to the spirit companions of Shamans; great - anything that aids the DM's understanding of how to run a complex monster is great!</p><p></p><p>In summary:</p><p>* AC 24; Fortitude 24, Reflex 24, Will 25</p><p>* Hit Points 307 Bloodied 153; see also Arcane Recuperation</p><p>* Regeneration 10 (per each of its turns)</p><p>* Saving Throws +5; Immune petrification, polymorph, fear, charm effects; dazed, stunned conditions (keeping things simple)</p><p>* Arcane Recuperation (Daily): The sharn heals 153 hit points. The sharn is enveloped in a cloud of blue electricity that gives it a +2 bonus to all defenses until the start of its next turn.</p><p>* Adaptive Blue Bolt: Minor action (1/turn). If a target hit by Adaptive Blue Bolt is adjacent to a Hex Portal, it is additionally Dazed (ends on the same save as the ongoing damage)</p><p>* Hex Portal (free action 1/turn to create or move one portal) - no sustain needed</p><p>* Leaping Bluefire: <em>each</em> enemy adjacent to a Hex Portal is targeted by the secondary attack.</p><p>* Double action: two init counts and two full sets of actions (as usual)</p><p>* Remove "independent action" and "independent consciousness"</p><p></p><p>Don't forget to be open to your players - the more they know about the special abilities of such a strange monster, the more fun the encounter will be. (For a red dragon, it can be fun to learn by doing, so you'll have that experience the next time you fight a dragon. With a Sharn, this one is likely the only one your players (not characters) will ever meet.)</p><p></p><p>So I'm lowering the monster knowledge checks by at least 10 across the board; adding info on its special powers (health and portals in particular).</p><p></p><p>I'll let you know how my custom Sharn went down <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4995095, member: 12731"] Ah, that's why [I]Independent Action[/I] references a [I]Bite[/I] power. Okay, so here's the designer-recommended changes to this monster: 1) lower all its defenses by 4 each (!) 2) halve its regeneration (so it ends up recovering 10 hp each round) I'd say that is enough to make the critter a candidate for an update (lowering its defenses by 4 makes a much bigger impact on an encounter than correcting its alignment after all) --- As for myself, I'm inclined to not bring it closer to the baseline, instead emphasising its extremes. It is an extreme monster, after all! So I'd keep the regen at 10 (effectively 20/round) and instead [i]halving[/i] its hit point total. That also lets me keep the Second Wind, although under a new name (because 153 hp now represents half its hp and so would doesn't do what SW does, i.e. returning hp equal to your healing surge value). I'd call it [I]Arcane Recuperation[/I] or something. This would then be used only when the Sharn is (very) bloodied, and provides a point where either it or the party could consider retreating. The portals are interesting, but I would make its [I]Leaping Plaguefire[/I] secondary attacks target people adjacent to a portal. This strengthens the dynamic quality of these portals i.e. how they encourage PCs to continously move away from them. (Because the Sharn can move portals twice in between any PC's turn, it should be rare there are no secondary targets). More like a nitpick (if Khur is still around): a monster having both [I]Independent Action[/I] and [I]Double Action[/I] is a bit confusing. Moreover, "independent" action suggests one half can act normally even when the other half is unable to take action (not that this monster can be stunned or dazed). I'd keep [I]Double Action[/I] only, and make its Adaptive Blue Bolt a minor action. That would accomplish the same thing in a clearer way (see below). I'm also inclined to allow the Sharn to create or move a Hex Portal as a free action. Making this ability a minor (and a sustain power!) only puts mental strain on the DM. It really should be able to do this freely, without its DM having to calculate pros and cons [I]every single round[/I]. Splitting the Claw and Bolt also makes it easier for the DM to remember to use one of each (instead of two Claws or two Bolts) because of the Dazed bonus condition. In fact, I'd move the Dazed bonus. You seldom need to encourage a monster to focus its fire - that brings its own reward. In fact, for a Solo, I believe it is best if it is encouraged to [I]split[/I] its attacks (a rule that can have great exceptions: Hero-Slaying Hydra being one example) Instead, I'd say "if the target of the Blue Bolt is adjacent to a Hex Portal, it is additionally Dazed (ends on the same save as the ongoing damage)". Same reason as above; strengthen PC's reasons to keep moving. If this makes Hex Portals similar to the spirit companions of Shamans; great - anything that aids the DM's understanding of how to run a complex monster is great! In summary: * AC 24; Fortitude 24, Reflex 24, Will 25 * Hit Points 307 Bloodied 153; see also Arcane Recuperation * Regeneration 10 (per each of its turns) * Saving Throws +5; Immune petrification, polymorph, fear, charm effects; dazed, stunned conditions (keeping things simple) * Arcane Recuperation (Daily): The sharn heals 153 hit points. The sharn is enveloped in a cloud of blue electricity that gives it a +2 bonus to all defenses until the start of its next turn. * Adaptive Blue Bolt: Minor action (1/turn). If a target hit by Adaptive Blue Bolt is adjacent to a Hex Portal, it is additionally Dazed (ends on the same save as the ongoing damage) * Hex Portal (free action 1/turn to create or move one portal) - no sustain needed * Leaping Bluefire: [i]each[/i] enemy adjacent to a Hex Portal is targeted by the secondary attack. * Double action: two init counts and two full sets of actions (as usual) * Remove "independent action" and "independent consciousness" Don't forget to be open to your players - the more they know about the special abilities of such a strange monster, the more fun the encounter will be. (For a red dragon, it can be fun to learn by doing, so you'll have that experience the next time you fight a dragon. With a Sharn, this one is likely the only one your players (not characters) will ever meet.) So I'm lowering the monster knowledge checks by at least 10 across the board; adding info on its special powers (health and portals in particular). I'll let you know how my custom Sharn went down :) [/QUOTE]
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[FRCG] Sharn - Overpowered?
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