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<blockquote data-quote="Nullzone" data-source="post: 5774835" data-attributes="member: 97538"><p>Posting so I can remember to come back to this later. I have a module that has a "monster" that is an oracle of sorts who commands mastery of the past and the future; I'll see if I can't post some of it for adaptation.</p><p></p><p>Off the top of my head though:</p><p></p><p>- Epic or not, stunned at will is just going to suck the fun out. Find something else to do with this, if at all possible. While I can appreciate the idea that stun is equivalent to 'time stop', it doesn't change the fact that you are robbing players of interaction. An alternative would be to remove the player from existence, and they are placed in an extradimensional rift; they have to get out, either via puzzle or skill/combat, on their own turn. This provides them a means to keep playing while still accomplishing the goal of denying the PC from accessing the boss for a turn. Bonus points for theme if you do something like sending the character into a shadow of their own history; some array of significant events that the group previously experienced that they have to find their way out of. If you absolutely feel like it must have stun, then make it end of next turn (yes, this is arguably more powerful than save ends, but it's much easier to regulate and spread out so you're not locking out one player indefinitely).</p><p></p><p>- Time Stealing Strike and Wrinkle In Time are essentially the same thing, which strikes me as boring (no offense). Wrinkle In Time I think could be a lot more interesting as a sort of 'dominate' effect; every hit target moves up to their speed and makes an at-will attack against a target of your choice, and the time lord also teleports a large number of squares. Flavor wise, this is essentially like the party rushes in to attack the time lord, and suddenly finds their friends on the other end of their blade, completely unsure how exactly they got there.</p><p></p><p>- Good action recovery, but straight up immune is kind of cheesy, depending on your players' power choices; if you have a character who has built around action denial, then making this guy immune is basically slapping him in the face. Consider possibly giving him a no-action power that is either recharge or 1/round that lets him end a negative effect immediately; this will deliver a bit of a shock to the players but still potentially allow them to peg him with those effects by spending more costly resources. </p><p></p><p>- And yes, he definitely needs more power to act as the equivalent of multiple monsters; multiple initiatives is probably ideal given his theme. Spread them out at automatic values to make it easy, using rough high/medium/low rolls for his init check. In addition to this, he should be capable of hitting at LEAST two creatures with every standard action he takes; whether that means a simple double attack, or an at-will burst/blast power, or whatever. A minor action or reactionary attack is also prudent.</p><p></p><p>- Rewind Time is just going to drag out the fight. Make it a power that ends all effects on him, removes all zones from the combat area, and immediately recharges all of his powers.</p></blockquote><p></p>
[QUOTE="Nullzone, post: 5774835, member: 97538"] Posting so I can remember to come back to this later. I have a module that has a "monster" that is an oracle of sorts who commands mastery of the past and the future; I'll see if I can't post some of it for adaptation. Off the top of my head though: - Epic or not, stunned at will is just going to suck the fun out. Find something else to do with this, if at all possible. While I can appreciate the idea that stun is equivalent to 'time stop', it doesn't change the fact that you are robbing players of interaction. An alternative would be to remove the player from existence, and they are placed in an extradimensional rift; they have to get out, either via puzzle or skill/combat, on their own turn. This provides them a means to keep playing while still accomplishing the goal of denying the PC from accessing the boss for a turn. Bonus points for theme if you do something like sending the character into a shadow of their own history; some array of significant events that the group previously experienced that they have to find their way out of. If you absolutely feel like it must have stun, then make it end of next turn (yes, this is arguably more powerful than save ends, but it's much easier to regulate and spread out so you're not locking out one player indefinitely). - Time Stealing Strike and Wrinkle In Time are essentially the same thing, which strikes me as boring (no offense). Wrinkle In Time I think could be a lot more interesting as a sort of 'dominate' effect; every hit target moves up to their speed and makes an at-will attack against a target of your choice, and the time lord also teleports a large number of squares. Flavor wise, this is essentially like the party rushes in to attack the time lord, and suddenly finds their friends on the other end of their blade, completely unsure how exactly they got there. - Good action recovery, but straight up immune is kind of cheesy, depending on your players' power choices; if you have a character who has built around action denial, then making this guy immune is basically slapping him in the face. Consider possibly giving him a no-action power that is either recharge or 1/round that lets him end a negative effect immediately; this will deliver a bit of a shock to the players but still potentially allow them to peg him with those effects by spending more costly resources. - And yes, he definitely needs more power to act as the equivalent of multiple monsters; multiple initiatives is probably ideal given his theme. Spread them out at automatic values to make it easy, using rough high/medium/low rolls for his init check. In addition to this, he should be capable of hitting at LEAST two creatures with every standard action he takes; whether that means a simple double attack, or an at-will burst/blast power, or whatever. A minor action or reactionary attack is also prudent. - Rewind Time is just going to drag out the fight. Make it a power that ends all effects on him, removes all zones from the combat area, and immediately recharges all of his powers. [/QUOTE]
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