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General Tabletop Discussion
*Pathfinder & Starfinder
Monster Manual 2 and Elite/Solo design
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<blockquote data-quote="ryryguy" data-source="post: 4810847" data-attributes="member: 64945"><p>Big caveat - my experience with solos is very limited. But I've gathered that the big issues that people have had with them are</p><p></p><p>1) Too many hp (or too high defenses) -> grind.</p><p>2) Too vulnerable to conditioned-based lockdowns. (thus, mshea's house rule)</p><p>3) Not doing enough damage.</p><p></p><p>I've been kicking around an idea that might address 1 and 2 simultaneously. (2 & 3 are probably partially related; conditions leading to loss of actions and/or penalties on attacks obviously reduce the solo's ability to deal damage. So addressing 2 should help 3 a bit... but you could also just up the damage output a bit as MM2 does easily enough.)</p><p></p><p>What if a solo can use its hit points to reduce or remove conditions? The general thought is that it isn't wasted effort for players to tag the solo with a condition, because it does indirect damage, but doesn't spoil the fight.</p><p></p><p>Say there's some amount of hitpoints "X". I'm not sure what "X" should be, maybe 5% of the solo's total hit points? But any way, some constant value.</p><p></p><p>Give the solo two or three immediate-action powers that are triggered by conditions. Each has a cost in "X". Powers like these:</p><p></p><ul> <li data-xf-list-type="ul">mshea's Stun & Daze resist: costs 1X. (maybe 2x for stun?)</li> <li data-xf-list-type="ul">instinctive retreat: costs 1X; when immobilized or slowed, the solo can shift its speed.</li> <li data-xf-list-type="ul">Unconscious defense: costs 2x; while unconscious, gain resist 5/10/15 to all damage, and a damaging aura.</li> <li data-xf-list-type="ul">Can't touch me!: costs 3x; end any condition immediately</li> <li data-xf-list-type="ul">Snuff zone: costs 2x; immediately dispel a zone. (this could be a regular standard action power instead of an immediate action I suppose)</li> <li data-xf-list-type="ul">Infinite reactions: costs 1X; the solo can take an additional immediate action this round.</li> </ul><p></p><p>At the risk of getting too complicated to track, I'd also say that each time the solo uses a particular one of these powers, the cost increases by 1X. But when the solo becomes bloodied for the first time in the encounter, reset the costs to their original levels.</p><p></p><p>Finally I might say that the solo can't use one of these powers if the hit point cost would cause it to become bloodied. (Basically, no cheating to get bloodied on purpose to recharge dragon's breath, etc.)</p><p></p><p>This is an admittedly half-baked idea... but has anyone tried anything similar? What do you think?</p></blockquote><p></p>
[QUOTE="ryryguy, post: 4810847, member: 64945"] Big caveat - my experience with solos is very limited. But I've gathered that the big issues that people have had with them are 1) Too many hp (or too high defenses) -> grind. 2) Too vulnerable to conditioned-based lockdowns. (thus, mshea's house rule) 3) Not doing enough damage. I've been kicking around an idea that might address 1 and 2 simultaneously. (2 & 3 are probably partially related; conditions leading to loss of actions and/or penalties on attacks obviously reduce the solo's ability to deal damage. So addressing 2 should help 3 a bit... but you could also just up the damage output a bit as MM2 does easily enough.) What if a solo can use its hit points to reduce or remove conditions? The general thought is that it isn't wasted effort for players to tag the solo with a condition, because it does indirect damage, but doesn't spoil the fight. Say there's some amount of hitpoints "X". I'm not sure what "X" should be, maybe 5% of the solo's total hit points? But any way, some constant value. Give the solo two or three immediate-action powers that are triggered by conditions. Each has a cost in "X". Powers like these: [LIST] [*]mshea's Stun & Daze resist: costs 1X. (maybe 2x for stun?) [*]instinctive retreat: costs 1X; when immobilized or slowed, the solo can shift its speed. [*]Unconscious defense: costs 2x; while unconscious, gain resist 5/10/15 to all damage, and a damaging aura. [*]Can't touch me!: costs 3x; end any condition immediately [*]Snuff zone: costs 2x; immediately dispel a zone. (this could be a regular standard action power instead of an immediate action I suppose) [*]Infinite reactions: costs 1X; the solo can take an additional immediate action this round. [/LIST] At the risk of getting too complicated to track, I'd also say that each time the solo uses a particular one of these powers, the cost increases by 1X. But when the solo becomes bloodied for the first time in the encounter, reset the costs to their original levels. Finally I might say that the solo can't use one of these powers if the hit point cost would cause it to become bloodied. (Basically, no cheating to get bloodied on purpose to recharge dragon's breath, etc.) This is an admittedly half-baked idea... but has anyone tried anything similar? What do you think? [/QUOTE]
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