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last encounter was totally one-sided
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<blockquote data-quote="Flamestrike" data-source="post: 6953251" data-attributes="member: 6788736"><p>AFB, but 100 percent certain the DMG (in the chapter on building encounters) expressly says just this. It also says something like the action economy of 4-5 PCs makes solo fights one sided.</p><p></p><p>You'd know this if you read that chapter and applied those guidelines instead of ignoring them and then complaining the system (that you dont use) sucks when it doesnt work out for you.</p><p></p><p>Even putting aside the express words of the DMG telling you this fact, does it really need pointing out?</p><p></p><p>I mean; 4-5 PCs, each dealing around 50 damage each per turn (probably around par for around 11th level PCs) dish out 200-250 damage per round. Thats just raw damage, and not other 'one-two' punches that they can dish out via owning the action economy, lobbing a single save or suck spell (or a barrage of them) and so forth.</p><p></p><p>This is the exact reason for the existence of legendary creatures. If you want to use a solo creature it generally needs to have a very high CR (the encounter building XP charts recommend about 4-5 CRs higher than the party). Better yet, use a legendary creature (the creatures legendary actions even up the action economy imbalance, and its legendary saves protect it from getting shut down on round 1 via a barrage of save or suck effects).</p><p></p><p>Higher CR solo creatures run the risk of devolving your encounters into rocket tag. They can generally deal enough damage in a single hit to cream a PC in a single round. Combats become much more swingy.</p><p></p><p>I had a similar houserule for SWSE (which like all iterations of d20 and many other games also features this problem). I simply added 2 'legendary actions' to solo encounters (they get an extra turn at initiative -10 and then again at initiative -20) giving them 3 turns per round, and tripled their HP. I also let them ignore getting moved down the CT [or remove a debilitating effect like getting Force Gripped] 3/ encounter. The EL for such an encounter is = to the critters CR (instead of CR/3).</p><p></p><p>'Legendary' Darth Vader in this system has 450 odd HP, and gets three turns per round. He can choose to ignore getting knocked down the CT (or choose to automatically resist a talent or force power used on him) 3 times per encounter.</p><p></p><p>He's an approriate solo encounter for 4 x 19th level SWSE PCs.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 6953251, member: 6788736"] AFB, but 100 percent certain the DMG (in the chapter on building encounters) expressly says just this. It also says something like the action economy of 4-5 PCs makes solo fights one sided. You'd know this if you read that chapter and applied those guidelines instead of ignoring them and then complaining the system (that you dont use) sucks when it doesnt work out for you. Even putting aside the express words of the DMG telling you this fact, does it really need pointing out? I mean; 4-5 PCs, each dealing around 50 damage each per turn (probably around par for around 11th level PCs) dish out 200-250 damage per round. Thats just raw damage, and not other 'one-two' punches that they can dish out via owning the action economy, lobbing a single save or suck spell (or a barrage of them) and so forth. This is the exact reason for the existence of legendary creatures. If you want to use a solo creature it generally needs to have a very high CR (the encounter building XP charts recommend about 4-5 CRs higher than the party). Better yet, use a legendary creature (the creatures legendary actions even up the action economy imbalance, and its legendary saves protect it from getting shut down on round 1 via a barrage of save or suck effects). Higher CR solo creatures run the risk of devolving your encounters into rocket tag. They can generally deal enough damage in a single hit to cream a PC in a single round. Combats become much more swingy. I had a similar houserule for SWSE (which like all iterations of d20 and many other games also features this problem). I simply added 2 'legendary actions' to solo encounters (they get an extra turn at initiative -10 and then again at initiative -20) giving them 3 turns per round, and tripled their HP. I also let them ignore getting moved down the CT [or remove a debilitating effect like getting Force Gripped] 3/ encounter. The EL for such an encounter is = to the critters CR (instead of CR/3). 'Legendary' Darth Vader in this system has 450 odd HP, and gets three turns per round. He can choose to ignore getting knocked down the CT (or choose to automatically resist a talent or force power used on him) 3 times per encounter. He's an approriate solo encounter for 4 x 19th level SWSE PCs. [/QUOTE]
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last encounter was totally one-sided
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