helium3
First Post
Mustrum_Ridcully said:Combat taking to long in rounds seems to be a common problem with solos and high level foes. Maybe a few months of actual play will change that, but it might actually be a systematic issue. It's not exactly a "math" problem, but it might still be a playability issue.
Don't forget that the prior encounter (level 11 vs. level 10 party) also went on for a long time and only ended because I decided to let the party kill the monsters.
The flameskulls were the real problem there. Those suckers are level 8 monsters (though I advanced them to 9) that have fly 10, regeneration 5 (and unlike wraiths the regeneration continues to work even if they get hit by radiant damage) and Fiery Ray as an at-will attack (+13 vs. Reflex; 2d6+6 fire).
That regeneration 5 is really nasty and can negate all the damage done to them by the party very quickly. Even more so if you've got a couple of brutes or soldiers on the ground to engage the party in melee while the artillery plunks away unimpeded.
Basically, the idea of the "Bloodied" mechanic is to ensure that the combat dynamics can change, but if the time to bloodied is too long, this doesn't really help.
The dragon's bloodied mechanic is a free use of his breath weapon. Not such a big deal and certainly wouldn't have changed the encounter dynamics in any significant way.