Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
EN Publishing
Indomintability Dominated!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="sfedi" data-source="post: 4987590" data-attributes="member: 15746"><p>I haven't ran the encounter yet, but since I'm going to, and I will surely adapt it. Here's my 2 cents.</p><p></p><p>First of all, this encounter has several characteristics to take into account:</p><p></p><p>a) Indomitability is a Skirmisher, thus, it should have high mobility. Being a Solo, it should have an <strong>extremely</strong> high mobility</p><p></p><p>b) Indomitability has to silence the Song. If I understand correctly, she should go for the Seelas that are on the tower. Unless the party betrayed it, then she goes for them first.</p><p></p><p>c) Indomitability starts surrounded. Which for a Skirmisher is a big problem. Not only that, but the party could have pre-activated all powers that last for an encounter. In addition, they could modify the terrain, adding rocks and other stuff to make Indomitability's escape much more difficult. Or even blindfold and tie up the stag.</p><p></p><p>d) Kazyk may be part of the encounter</p><p></p><p>e) Papuvin and Tiljann join the battle against Indomitability</p><p></p><p>f) The moment Indomitability manages to shut down the Song, she becomes incredibly tough: Fly and Insubstantial</p><p></p><p>g) Depending on how the party handle the previous part of the adventure, Indomitability can begin the encounter free, flying and insubstantial or surrounded, substantial and having to hunt 3 seelas in order to gain fly and insubstantiality</p><p></p><p>So, as written, we should have a Solo Skirmisher that should be challenging against a party plus two NPCs, plus maybe some other NPCs as well: Torrent, Crystin and Haddin. Easy enough so that it can be handled even if Kazyk joins the battle.</p><p></p><p>One solution that comes to my mind now is to have Deception make a mind attack vs the party just as they remove the blade: Burst 2 centered on Indomitability; +14 vs Will; Affects enemies only; Hit: Target is stunned until the end of it's next turn. Miss: Target is dazed until the end of it's next turn.</p><p></p><p>This should give Indomitability enough time to burst in flames with Searing Spirit, removing any bonds and blindfolds and getting the hell out of there, towards the beach.</p><p></p><p>Another solution is to give Indomitability an encounter power to teleport. Although the blindfold could prove a good counter to this.</p><p></p><p>One thing I don't understand is why the singing Seela couldn't keep singing and fly at the same time? Thus, been immune to Indomitabiliy's attacks and still forcing her to be substantial.</p><p></p><p>Even if Indomitability manages to escape the first round, she must still cope with a party making range attacks against her and Papuvin and Tiljann making ranged attacks with impunity (since they fly and Indomitabiliy doesn't have any ranged attack)</p><p></p><p>Personally, I would add two levels to Indomitability. So it becomes more of a challenge, compensating for the two NPCs that join the battle.</p><p></p><p>I would change Burning Gore hit line to:</p><p>1d10 + 4 + 1d6 fire damage and the target is pushed 2 squares and knocked prone. So that PCs with heavy fire resistances don't ignore the attack.</p><p></p><p>I would change Double attack to: Indomitability makes to basic attacks (so she can choose between Burning Gore and Fiery Hooves.</p><p></p><p>I would remove the Fire keyword to Hurl since it doesn't deal fire damage.</p><p></p><p>I would lower the attack bonus on Psychic Symbiosis, it's too high for it's level. It should be +10 vs Will, not +20.</p><p></p><p>I would remove the Fire keyword from Trample since it doesn't deal fire damage.</p><p></p><p>These are just the basic modifications I would do.</p><p></p><p>I'm noticing also that as a Solo, it has a damage output equivalent to two skirmishers, not 4 as a Solo should. The only way it can damage more than two party members is with Trample, and then at the cost of an OA for each enemy it attacks.</p><p></p><p>The possession isn't clear to me why she would use it, it grants the target a +2 vs Will.</p><p></p><p>Another problem I see is that it isn't obvious what attacks should use when.</p><p></p><p>Double Attack seems solid and a good default attack. It can get rid of melee opponents (Burning Gore, useful for a Skirmisher) and do heavy damage (Fiery Hooves)</p><p></p><p>Hurl is subpar vs Double Attack if she wants to get rid of a melee opponent.</p><p>Hurl is subpar vs Psychic Symnbiosis if she wants to possess someone.</p><p>Why would you want to have a chance of both? I can't imagine.</p><p></p><p>Mobile Melee Attack seems useful to sacrifice a bit of damage, doing only one attack, but having a high mobility that round. Maybe to attack one party member and leave the rest in the dust. It can attack and move 15 squares.</p><p></p><p>Psychic Symbiosis, I don't know why she should use this. The possession makes the target stronger in his/her will defense.</p><p></p><p>Trample seems only useful if someone is blocking Indomitability.</p><p>I can only think of two situations when this could happen:</p><p> - at the beginning of combat, when she is surrounded</p><p> - if someone blocks the tower entrance</p><p>BTW, How does a stag climb to the tower?</p><p></p><p>Searing Spirit, I looove this power. It's sooo Indomitability-as-a-burning-stag.</p><p>Seems useful to surround the party with a firey wall, to block a path, and if you rule that the wall is opaque (I will) it can block line of sight se she can gain some protection against ranged attacks.</p><p></p><p>Well, these are my observations for now.</p><p></p><p>Item g) is the one that concerns me more. Although I could make two Indomitabilities, one for each scenario.</p><p></p><p>After some thought I need to do I'll post how I'll change the whole encounter.</p></blockquote><p></p>
[QUOTE="sfedi, post: 4987590, member: 15746"] I haven't ran the encounter yet, but since I'm going to, and I will surely adapt it. Here's my 2 cents. First of all, this encounter has several characteristics to take into account: a) Indomitability is a Skirmisher, thus, it should have high mobility. Being a Solo, it should have an [b]extremely[/b] high mobility b) Indomitability has to silence the Song. If I understand correctly, she should go for the Seelas that are on the tower. Unless the party betrayed it, then she goes for them first. c) Indomitability starts surrounded. Which for a Skirmisher is a big problem. Not only that, but the party could have pre-activated all powers that last for an encounter. In addition, they could modify the terrain, adding rocks and other stuff to make Indomitability's escape much more difficult. Or even blindfold and tie up the stag. d) Kazyk may be part of the encounter e) Papuvin and Tiljann join the battle against Indomitability f) The moment Indomitability manages to shut down the Song, she becomes incredibly tough: Fly and Insubstantial g) Depending on how the party handle the previous part of the adventure, Indomitability can begin the encounter free, flying and insubstantial or surrounded, substantial and having to hunt 3 seelas in order to gain fly and insubstantiality So, as written, we should have a Solo Skirmisher that should be challenging against a party plus two NPCs, plus maybe some other NPCs as well: Torrent, Crystin and Haddin. Easy enough so that it can be handled even if Kazyk joins the battle. One solution that comes to my mind now is to have Deception make a mind attack vs the party just as they remove the blade: Burst 2 centered on Indomitability; +14 vs Will; Affects enemies only; Hit: Target is stunned until the end of it's next turn. Miss: Target is dazed until the end of it's next turn. This should give Indomitability enough time to burst in flames with Searing Spirit, removing any bonds and blindfolds and getting the hell out of there, towards the beach. Another solution is to give Indomitability an encounter power to teleport. Although the blindfold could prove a good counter to this. One thing I don't understand is why the singing Seela couldn't keep singing and fly at the same time? Thus, been immune to Indomitabiliy's attacks and still forcing her to be substantial. Even if Indomitability manages to escape the first round, she must still cope with a party making range attacks against her and Papuvin and Tiljann making ranged attacks with impunity (since they fly and Indomitabiliy doesn't have any ranged attack) Personally, I would add two levels to Indomitability. So it becomes more of a challenge, compensating for the two NPCs that join the battle. I would change Burning Gore hit line to: 1d10 + 4 + 1d6 fire damage and the target is pushed 2 squares and knocked prone. So that PCs with heavy fire resistances don't ignore the attack. I would change Double attack to: Indomitability makes to basic attacks (so she can choose between Burning Gore and Fiery Hooves. I would remove the Fire keyword to Hurl since it doesn't deal fire damage. I would lower the attack bonus on Psychic Symbiosis, it's too high for it's level. It should be +10 vs Will, not +20. I would remove the Fire keyword from Trample since it doesn't deal fire damage. These are just the basic modifications I would do. I'm noticing also that as a Solo, it has a damage output equivalent to two skirmishers, not 4 as a Solo should. The only way it can damage more than two party members is with Trample, and then at the cost of an OA for each enemy it attacks. The possession isn't clear to me why she would use it, it grants the target a +2 vs Will. Another problem I see is that it isn't obvious what attacks should use when. Double Attack seems solid and a good default attack. It can get rid of melee opponents (Burning Gore, useful for a Skirmisher) and do heavy damage (Fiery Hooves) Hurl is subpar vs Double Attack if she wants to get rid of a melee opponent. Hurl is subpar vs Psychic Symnbiosis if she wants to possess someone. Why would you want to have a chance of both? I can't imagine. Mobile Melee Attack seems useful to sacrifice a bit of damage, doing only one attack, but having a high mobility that round. Maybe to attack one party member and leave the rest in the dust. It can attack and move 15 squares. Psychic Symbiosis, I don't know why she should use this. The possession makes the target stronger in his/her will defense. Trample seems only useful if someone is blocking Indomitability. I can only think of two situations when this could happen: - at the beginning of combat, when she is surrounded - if someone blocks the tower entrance BTW, How does a stag climb to the tower? Searing Spirit, I looove this power. It's sooo Indomitability-as-a-burning-stag. Seems useful to surround the party with a firey wall, to block a path, and if you rule that the wall is opaque (I will) it can block line of sight se she can gain some protection against ranged attacks. Well, these are my observations for now. Item g) is the one that concerns me more. Although I could make two Indomitabilities, one for each scenario. After some thought I need to do I'll post how I'll change the whole encounter. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
Indomintability Dominated!
Top