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Help, I’m a Terrible (4E) DM
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<blockquote data-quote="chriton227" data-source="post: 5795993" data-attributes="member: 33263"><p>Having a defense AC spike up to almost unhitable levels for a single round isn't that unreasonable, there are plenty of enemies that have abilities that are just as annoying (chillborn zombies with their stacking damage aura, foulspawn berserkers with their hit redirection, and other creatures with at-will reaction hit negation/redirection come to mind), and lots of classes have encounter powers to completely negate hits. Aid Another can be a good choice for intelligent enemies in those situations, as the DC isn't affected by the target's defenses.</p><p></p><p>Remember that things like bull rush and grabs don't target AC, and an immobilized or out-of-position defender is at a big disadvantage. Dazes also shut down defenders pretty well, since it stops them from taking opportunity and immediate actions. If the defender isn't using a reach weapon, knocking them prone and then shifting 1 square away can get really irritating in a hurry too (they can't stand up and attack, and are outside charge range). Dwarves can mitigate some of these tactics with their resistance to forced movement and saves against being knocked prone, but they aren't completely immune. </p><p></p><p>Ideally, encounters should have creatures that target a variety of defenses; if they all target the same one you can run into problems with PCs that have optimized one defense over all others (just like having all of a PCs powers targetting the same defense can leave them in trouble against enemies with that as their high defense). "Solo" is also a bit of a misnomer, solos should really have some supporting creatures with them. It helps reduce the focused fire effect, can give some synergy to the solo, and reduces the GM boredom and/or frustration if the solo gets hit with a stun or other action denial. It also puts the PCs in the situation of deciding whether to deal with the mooks early (giving the solo some time to act) or focus on the solo (letting the mooks have time to get annoying).</p></blockquote><p></p>
[QUOTE="chriton227, post: 5795993, member: 33263"] Having a defense AC spike up to almost unhitable levels for a single round isn't that unreasonable, there are plenty of enemies that have abilities that are just as annoying (chillborn zombies with their stacking damage aura, foulspawn berserkers with their hit redirection, and other creatures with at-will reaction hit negation/redirection come to mind), and lots of classes have encounter powers to completely negate hits. Aid Another can be a good choice for intelligent enemies in those situations, as the DC isn't affected by the target's defenses. Remember that things like bull rush and grabs don't target AC, and an immobilized or out-of-position defender is at a big disadvantage. Dazes also shut down defenders pretty well, since it stops them from taking opportunity and immediate actions. If the defender isn't using a reach weapon, knocking them prone and then shifting 1 square away can get really irritating in a hurry too (they can't stand up and attack, and are outside charge range). Dwarves can mitigate some of these tactics with their resistance to forced movement and saves against being knocked prone, but they aren't completely immune. Ideally, encounters should have creatures that target a variety of defenses; if they all target the same one you can run into problems with PCs that have optimized one defense over all others (just like having all of a PCs powers targetting the same defense can leave them in trouble against enemies with that as their high defense). "Solo" is also a bit of a misnomer, solos should really have some supporting creatures with them. It helps reduce the focused fire effect, can give some synergy to the solo, and reduces the GM boredom and/or frustration if the solo gets hit with a stun or other action denial. It also puts the PCs in the situation of deciding whether to deal with the mooks early (giving the solo some time to act) or focus on the solo (letting the mooks have time to get annoying). [/QUOTE]
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