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Monster Manual 2 and Elite/Solo design
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<blockquote data-quote="Elric" data-source="post: 4817401" data-attributes="member: 1139"><p>If you end up with Orcus having 1492 HP, you'd want to decease his defenses to exactly what the MM formulas give; -1 AC/Fort/Will on top of my previous changes, I'd say.</p><p></p><p></p><p></p><p>I'm not sure there is a default for additional energy damage. Whatever makes the overall damage dealt look reasonable. Overall damage of 8d12+12 on an at-will (at +1 to hit over normal Brute attack bonus) that also weakens seems high, even for a level 33 Solo Brute, and dealing 145 average damage on a critical doesn't seem like much fun. </p><p></p><p>As a solo with 4x the HP of a normal monster, it seems like Orcus should have offense that's a little under 4x as powerful as a typical monster of his level/role (see the discussion <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/254080-solos-status-effects-house-rule.html#post4752120" target="_blank">here</a>). If you want his offense to be significantly stronger than it is now, either Orcus needs to lose something on the defensive end or he should be higher level. </p><p></p><p></p><p></p><p>Orcus doesn't have any other poison themed abilities as written, and he doesn’t need to deal 20 ongoing poison damage here. His Tail Lash (with my changes) already does 30 average damage on a hit, stuns for a round, and knocks prone. That’s a little less damage than one might expect for a Brute of his level, and he can’t necessarily use it every round before he’s bloodied (though with Teleport, it should be quite often), but stunned for a round + knocked prone is a nasty set of conditions. Side note: I agree with you that the high damage expression table in the DMG seems too close to the medium damage expression at higher levels.</p><p></p><p></p><p></p><p>Unlike most multi-attacks, Orcus’s Necrotic Burst will likely hit all of his enemies each time it’s used because it’s Close Burst 10. Also, at +38 vs. Fortitude, its attack bonus is much better than a typical Brute multiattack power vs. FRW for his level (+32 vs. FRW would be typical). It will probably heal each of his allies for 20 HP due to the radius. You could increase the damage a little, but this is already a strong attack.</p><p></p><p></p><p></p><p>I haven’t come to any firm conclusions on the matter, but Implacable Foe is simple and easy to run, which is why I’m using it for Orcus here.</p></blockquote><p></p>
[QUOTE="Elric, post: 4817401, member: 1139"] If you end up with Orcus having 1492 HP, you'd want to decease his defenses to exactly what the MM formulas give; -1 AC/Fort/Will on top of my previous changes, I'd say. I'm not sure there is a default for additional energy damage. Whatever makes the overall damage dealt look reasonable. Overall damage of 8d12+12 on an at-will (at +1 to hit over normal Brute attack bonus) that also weakens seems high, even for a level 33 Solo Brute, and dealing 145 average damage on a critical doesn't seem like much fun. As a solo with 4x the HP of a normal monster, it seems like Orcus should have offense that's a little under 4x as powerful as a typical monster of his level/role (see the discussion [url=http://www.enworld.org/forum/4e-fan-creations-house-rules/254080-solos-status-effects-house-rule.html#post4752120]here[/url]). If you want his offense to be significantly stronger than it is now, either Orcus needs to lose something on the defensive end or he should be higher level. Orcus doesn't have any other poison themed abilities as written, and he doesn’t need to deal 20 ongoing poison damage here. His Tail Lash (with my changes) already does 30 average damage on a hit, stuns for a round, and knocks prone. That’s a little less damage than one might expect for a Brute of his level, and he can’t necessarily use it every round before he’s bloodied (though with Teleport, it should be quite often), but stunned for a round + knocked prone is a nasty set of conditions. Side note: I agree with you that the high damage expression table in the DMG seems too close to the medium damage expression at higher levels. Unlike most multi-attacks, Orcus’s Necrotic Burst will likely hit all of his enemies each time it’s used because it’s Close Burst 10. Also, at +38 vs. Fortitude, its attack bonus is much better than a typical Brute multiattack power vs. FRW for his level (+32 vs. FRW would be typical). It will probably heal each of his allies for 20 HP due to the radius. You could increase the damage a little, but this is already a strong attack. I haven’t come to any firm conclusions on the matter, but Implacable Foe is simple and easy to run, which is why I’m using it for Orcus here. [/QUOTE]
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