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General Tabletop Discussion
*Pathfinder & Starfinder
Saving Throws Post March Errata
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5108227" data-attributes="member: 82106"><p>Really? What ways are those? I can think of only a tiny handful of solo monsters that can trigger an extra save. Those are practically all 'capstone' monsters you would encounter at the end of a campaign and not even all of those have something like that.</p><p></p><p>The save bonuses available to solo and elite monsters are just about barely enough to allow them a pretty good chance of saving quickly. For a solo facing an effect where there is no save penalty they are obviously going to save most of the time, but even with the general nerfing of save penalty effects it is still quite possible to impose penalties to give you a much higher chance of another round of lockdown on the monster. Low level PCs indeed are unlikely to keep a solo down for long but that isn't really a bad thing. Drop a few save ends effects on them and it works. </p><p></p><p>The other night I tossed a solo monster against the group I run for. They were fully rested and tossed several daily powers at it. The save ends effects of these powers kept the monster immobilized and dazed for 2 rounds out of the 8 rounds of the battle, which was a major contribution. Considering they also had other effects like prone a couple times it felt quite adequate for a level 10 encounter and there was considerable tension around whether or not the monster would fail a save (which it did a couple times).</p><p></p><p>I'd be OK with a save bonus for solos of +3 or even +2 at heroic tier. The main goal is to make sure that the probability of a solo being locked down for long is relatively low and they won't spend turn after turn stunned, dazed, or immobilized. I could even see a specific bonus for the more severe conditions and none for the less severe ones, but no way is it OK for solos to be spending 3+ rounds on average crippled.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5108227, member: 82106"] Really? What ways are those? I can think of only a tiny handful of solo monsters that can trigger an extra save. Those are practically all 'capstone' monsters you would encounter at the end of a campaign and not even all of those have something like that. The save bonuses available to solo and elite monsters are just about barely enough to allow them a pretty good chance of saving quickly. For a solo facing an effect where there is no save penalty they are obviously going to save most of the time, but even with the general nerfing of save penalty effects it is still quite possible to impose penalties to give you a much higher chance of another round of lockdown on the monster. Low level PCs indeed are unlikely to keep a solo down for long but that isn't really a bad thing. Drop a few save ends effects on them and it works. The other night I tossed a solo monster against the group I run for. They were fully rested and tossed several daily powers at it. The save ends effects of these powers kept the monster immobilized and dazed for 2 rounds out of the 8 rounds of the battle, which was a major contribution. Considering they also had other effects like prone a couple times it felt quite adequate for a level 10 encounter and there was considerable tension around whether or not the monster would fail a save (which it did a couple times). I'd be OK with a save bonus for solos of +3 or even +2 at heroic tier. The main goal is to make sure that the probability of a solo being locked down for long is relatively low and they won't spend turn after turn stunned, dazed, or immobilized. I could even see a specific bonus for the more severe conditions and none for the less severe ones, but no way is it OK for solos to be spending 3+ rounds on average crippled. [/QUOTE]
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