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Let's Talk About How to "Fix" D&D
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<blockquote data-quote="TheSword" data-source="post: 8194268" data-attributes="member: 6879661"><p>My solution to the BBEG problem would be to do the following.</p><p></p><p>1. Make enemies larger... either because they are monstrous, unique, or swollen with corrupt power or enspelled. If the would normally be large, make them huge. If this creates reach then even better.</p><p></p><p>2. Give enemies the disengage ability. This should be standard for large creatures and bigger in my opinion, as the stomp and smash their way across the board. One of the ways PCs feel in control is by ganging up and surrounding them, pinning the enemy in place. Have the solo ignore that, it’s too busy knocking them out of the way.</p><p></p><p>3. I would definitely give solos extra actions and reactions where possible. Multiple attacks, some of different types of weapons to keep things interesting.</p><p></p><p>4. Give monsters area affect abilities or spells. Even if on a cool down. One way PCs feel safe is to control who takes damage. By affecting multiple people they remove this element of control. Poison cloud, beguiling aura, entanglement. Hell any big monster could justify smashing the ground and knocking everyone down, or doing a belly flop.</p><p></p><p>5. Multiple attack vectors. If all a monsters attacks work on to hit rolls then high AC characters can sit back and relax. Effects targeting Dex or Wis, or Con all make for useful alternatives. This works well with area effects.</p><p></p><p>6. For humanoid enemies. Give them the full range of actions, bonus actions, reactions. Give them feats and class abilities and see PCs own abilities used against them.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8194268, member: 6879661"] My solution to the BBEG problem would be to do the following. 1. Make enemies larger... either because they are monstrous, unique, or swollen with corrupt power or enspelled. If the would normally be large, make them huge. If this creates reach then even better. 2. Give enemies the disengage ability. This should be standard for large creatures and bigger in my opinion, as the stomp and smash their way across the board. One of the ways PCs feel in control is by ganging up and surrounding them, pinning the enemy in place. Have the solo ignore that, it’s too busy knocking them out of the way. 3. I would definitely give solos extra actions and reactions where possible. Multiple attacks, some of different types of weapons to keep things interesting. 4. Give monsters area affect abilities or spells. Even if on a cool down. One way PCs feel safe is to control who takes damage. By affecting multiple people they remove this element of control. Poison cloud, beguiling aura, entanglement. Hell any big monster could justify smashing the ground and knocking everyone down, or doing a belly flop. 5. Multiple attack vectors. If all a monsters attacks work on to hit rolls then high AC characters can sit back and relax. Effects targeting Dex or Wis, or Con all make for useful alternatives. This works well with area effects. 6. For humanoid enemies. Give them the full range of actions, bonus actions, reactions. Give them feats and class abilities and see PCs own abilities used against them. [/QUOTE]
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