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<blockquote data-quote="Dualazi" data-source="post: 6905832" data-attributes="member: 6855537"><p>HP total is an issue, but more of one when the party is around the same level as the creature they’re facing. An enemy with a CR of 4-5+ of the party can last a while unless the group is exceptionally optimized, but then runs into the risk of breath weapons and such being overwhelming.</p><p></p><p>I think the real issue (and this is going to be a recurring theme over this response) is that it’s more a question of action economy than anything else, since even a level 20 fighter with 20 CON can have a maximum of 300 hp. If the demon lord has enough actions to put out similar damage to the party (since not everyone is going to have the fighter’s HP pool) then the fight might still be quick, but a lot closer. I think adding a huge number of HP to the demon lord is just going to make the fight a slog, rather than make it a challenge.</p><p></p><p></p><p></p><p></p><p>I would sort of agree, but I’m assuming this is a ham-fisted way of addressing your HP complaint; if the demon lord slings out hard crowd-control that’s nigh irresistible, then the PCs have to spend time and resources to recover and even the playing field while the demon does demon stuff. I don’t like it either, but it basically plays into my assumption that the ultimate goal is action parity, just working from the opposite end of the spectrum by reducing player actions rather than increasing its own.</p><p></p><p></p><p></p><p>There is no non-cheating option on the table for solos, period. Either you massively inflate their HP, give them additional turns/actions/off-turn effects, or make them cheese CC effects. Given how 5[SUP]th[/SUP] edition behaves, I truly believe you will never make an effective solo monster without one or more of these things.</p><p></p><p></p><p></p><p>This won’t change much, it’ll just shift the player meta to either a) going for pure damage and nothing else, since spells aren’t worth the investment, or b) speccing the group into being really spellcaster heavy, so they can apply all three levels in one turn and then go back to the old playstyle.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 6905832, member: 6855537"] HP total is an issue, but more of one when the party is around the same level as the creature they’re facing. An enemy with a CR of 4-5+ of the party can last a while unless the group is exceptionally optimized, but then runs into the risk of breath weapons and such being overwhelming. I think the real issue (and this is going to be a recurring theme over this response) is that it’s more a question of action economy than anything else, since even a level 20 fighter with 20 CON can have a maximum of 300 hp. If the demon lord has enough actions to put out similar damage to the party (since not everyone is going to have the fighter’s HP pool) then the fight might still be quick, but a lot closer. I think adding a huge number of HP to the demon lord is just going to make the fight a slog, rather than make it a challenge. I would sort of agree, but I’m assuming this is a ham-fisted way of addressing your HP complaint; if the demon lord slings out hard crowd-control that’s nigh irresistible, then the PCs have to spend time and resources to recover and even the playing field while the demon does demon stuff. I don’t like it either, but it basically plays into my assumption that the ultimate goal is action parity, just working from the opposite end of the spectrum by reducing player actions rather than increasing its own. There is no non-cheating option on the table for solos, period. Either you massively inflate their HP, give them additional turns/actions/off-turn effects, or make them cheese CC effects. Given how 5[SUP]th[/SUP] edition behaves, I truly believe you will never make an effective solo monster without one or more of these things. This won’t change much, it’ll just shift the player meta to either a) going for pure damage and nothing else, since spells aren’t worth the investment, or b) speccing the group into being really spellcaster heavy, so they can apply all three levels in one turn and then go back to the old playstyle. [/QUOTE]
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