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Help Me Build EPIC BBEG
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5883952" data-attributes="member: 1165"><p>This has nothing to do with the encounter, but I think that's a mistake. Actually capturing PCs is, if anything, harder than killing them, since you have to prevent them from running too. This encounter has the potential to overshadow the encounter with the BBEG.</p><p></p><p></p><p></p><p>The blog Sly Flourish has great advice for this kind of thing. Look it up. I would recommend putting two or three ritual objects on the battlefield. Each gives the BBEG a protective effect, for instance, one boosts his NADs, one his AC, and one gives damage reduction. Each could be toppled with a skill check or two (moderate DC) but those are standard actions. Attacking him would be frustrating without dealing with these, delaying his death.</p><p></p><p></p><p></p><p>The damage is good, the type is good, but IMO that's too large. For an artillery, it's probably better just to convince PCs not to stand next to him. An aura of three should do the trick; even with reach PCs will have to take damage from the aura unless they're really mobile. You can charge him, but afterward you'll take the damage on your next turn.</p><p></p><p></p><p></p><p>His attack bonus is a little low. Artillery get +2 to hit with ranged attacks, so the bonus should be +17.</p><p></p><p>He has only one attack, despite being an elite.</p><p></p><p></p><p></p><p>I always think poison attacks should do ongoing damage.</p><p></p><p></p><p></p><p>As an aside, letting elite opponents heal like this is a bit much. Elites already have loads of hp. IMO, it's perfectly fine for him to spend a healing surge, but I think you should just specify how many hp he gets. It should probably be 1/8th his hp (as in his healing surge value if he wasn't an elite).</p><p></p><p>In addition, the language about getting an additional turn is ... confusing. On top of his other abilities, it gets overpowering. It also stacks "too well" with his action point. He can take three actions in one turn: one turn (including his curse), then action point, then immobilize and blind multiple enemies and dish out the hurt again. It's a little too much.</p><p></p><p>All in all, he seems to have a few too many abilities. It's probably better to cut down attack abilities to just two extra ones (including the aura!) but recharge one or make it more powerful when he is bloodied. (For instance, his aura could grow when he's bloodied, or his curse could get more powerful, etc.)</p><p></p><p></p><p></p><p>I think I won't copy/paste the next one, as there's a lot of formatting!</p><p></p><p>It's late, and I'm running out of time, so I'll just address this guy:</p><p></p><p></p><p></p><p>IMO, summoned minions should be the same level as the summoner. Minions should also have a type now; eg soldier minion, brute minion, etc. These seem like skirmishers. To keep things simple, they shouldn't do bonus <strong>dice</strong> of damage with combat advantage, just a flat bonus. Probably only enough to boost damage by +25%. They have too many abilities. For instance, most minion tokens have a bloodied side (weird, huh?) so you could flip a minion if they use Cloud of Darkness, but Xipe's Blessing is <strong>also</strong> an encounter power.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5883952, member: 1165"] This has nothing to do with the encounter, but I think that's a mistake. Actually capturing PCs is, if anything, harder than killing them, since you have to prevent them from running too. This encounter has the potential to overshadow the encounter with the BBEG. The blog Sly Flourish has great advice for this kind of thing. Look it up. I would recommend putting two or three ritual objects on the battlefield. Each gives the BBEG a protective effect, for instance, one boosts his NADs, one his AC, and one gives damage reduction. Each could be toppled with a skill check or two (moderate DC) but those are standard actions. Attacking him would be frustrating without dealing with these, delaying his death. The damage is good, the type is good, but IMO that's too large. For an artillery, it's probably better just to convince PCs not to stand next to him. An aura of three should do the trick; even with reach PCs will have to take damage from the aura unless they're really mobile. You can charge him, but afterward you'll take the damage on your next turn. His attack bonus is a little low. Artillery get +2 to hit with ranged attacks, so the bonus should be +17. He has only one attack, despite being an elite. I always think poison attacks should do ongoing damage. As an aside, letting elite opponents heal like this is a bit much. Elites already have loads of hp. IMO, it's perfectly fine for him to spend a healing surge, but I think you should just specify how many hp he gets. It should probably be 1/8th his hp (as in his healing surge value if he wasn't an elite). In addition, the language about getting an additional turn is ... confusing. On top of his other abilities, it gets overpowering. It also stacks "too well" with his action point. He can take three actions in one turn: one turn (including his curse), then action point, then immobilize and blind multiple enemies and dish out the hurt again. It's a little too much. All in all, he seems to have a few too many abilities. It's probably better to cut down attack abilities to just two extra ones (including the aura!) but recharge one or make it more powerful when he is bloodied. (For instance, his aura could grow when he's bloodied, or his curse could get more powerful, etc.) I think I won't copy/paste the next one, as there's a lot of formatting! It's late, and I'm running out of time, so I'll just address this guy: IMO, summoned minions should be the same level as the summoner. Minions should also have a type now; eg soldier minion, brute minion, etc. These seem like skirmishers. To keep things simple, they shouldn't do bonus [b]dice[/b] of damage with combat advantage, just a flat bonus. Probably only enough to boost damage by +25%. They have too many abilities. For instance, most minion tokens have a bloodied side (weird, huh?) so you could flip a minion if they use Cloud of Darkness, but Xipe's Blessing is [b]also[/b] an encounter power. [/QUOTE]
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