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poll on Expertise...Forked Thread: Expertise justification?
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<blockquote data-quote="Thundershield" data-source="post: 4841628" data-attributes="member: 55219"><p>Yeah, agreed. Is why I use the new MM2 philosophy of reducing solo and elite HP to 80%, and often I introduce a sort of phases in solo fights, so when the players have reduced the creature to a certain threshold the battle moves on and the circumstances change.</p><p> </p><p><strong>Examples include:</strong></p><p>When the elder dragon is reduced to 75% of its HP, it slams its tail against the nearby tower ruin, causing it to collapse over the battlefield, forming areas of difficult terrain but killing what minion lackeys it had remaining. At 50%, its Bloodied Breath kicks in and it takes to its wings on its next turn, moving out of reach of the melee and calling in new lackeys (so the melee don't get bored), and at 25% its wings are wounded bad enough that it lands again, but now it's in a blood rage, gaining cumulative boni each round until either side is dead (potentially a flat +1 bonus to attack and an increasing bonus to damage).</p><p> </p><p>A kruthik hive lord that can generate and spit out 2 (or more!) kruthik hatchlings as a minor action 1/round at the start of its turn.</p><p> </p><p>A gargantuan ooze that splits into 2 once it's reduced to 75% of its HP, and again at 50%, and again at 25%, eventually starting to spawn minion globs every round to harass the players.</p><p> </p><p>In each of the above examples, there's changes to the battle, keeping the players on their toes. Also, there's a sense of urgency: They need to kill the dragon before it gets so furious it will kill them off, and they need to kill the kruthik or ooze before they're swarmed. Both contribute to making the fights feel fast-paced and full of action. And yes, I know this sounds an awful lot like WoW, but I find that it's a great source of inspiration for mechanics to spice up solo and elite fights.</p><p> </p><p>Never ever reduce a fight against a solo or multiple elites to a hack'n'slash. That'll get everybody bored.</p><p> </p><p>But I digress...</p></blockquote><p></p>
[QUOTE="Thundershield, post: 4841628, member: 55219"] Yeah, agreed. Is why I use the new MM2 philosophy of reducing solo and elite HP to 80%, and often I introduce a sort of phases in solo fights, so when the players have reduced the creature to a certain threshold the battle moves on and the circumstances change. [B]Examples include:[/B] When the elder dragon is reduced to 75% of its HP, it slams its tail against the nearby tower ruin, causing it to collapse over the battlefield, forming areas of difficult terrain but killing what minion lackeys it had remaining. At 50%, its Bloodied Breath kicks in and it takes to its wings on its next turn, moving out of reach of the melee and calling in new lackeys (so the melee don't get bored), and at 25% its wings are wounded bad enough that it lands again, but now it's in a blood rage, gaining cumulative boni each round until either side is dead (potentially a flat +1 bonus to attack and an increasing bonus to damage). A kruthik hive lord that can generate and spit out 2 (or more!) kruthik hatchlings as a minor action 1/round at the start of its turn. A gargantuan ooze that splits into 2 once it's reduced to 75% of its HP, and again at 50%, and again at 25%, eventually starting to spawn minion globs every round to harass the players. In each of the above examples, there's changes to the battle, keeping the players on their toes. Also, there's a sense of urgency: They need to kill the dragon before it gets so furious it will kill them off, and they need to kill the kruthik or ooze before they're swarmed. Both contribute to making the fights feel fast-paced and full of action. And yes, I know this sounds an awful lot like WoW, but I find that it's a great source of inspiration for mechanics to spice up solo and elite fights. Never ever reduce a fight against a solo or multiple elites to a hack'n'slash. That'll get everybody bored. But I digress... [/QUOTE]
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