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Sliver Overlord (Need input)
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<blockquote data-quote="Mesh Hong" data-source="post: 4988265" data-attributes="member: 73463"><p>OK.</p><p> </p><p>Looking at the Defences they seem a bit high to me. From your stats I would have expected:-</p><p> </p><p><strong>AC</strong>: 49</p><p><strong>Fortitude</strong>: 51; <strong>Reflex</strong>: 45; <strong>Will</strong>: 46</p><p> </p><p>The HPs look right (MMII standards)</p><p> </p><p>The damage expressions seem to be in the right area. I am slightly concerned about <strong>Overlords Frenzy</strong>, but its max damage is less than 2 <strong>Claw</strong> attacks (of which it can make 4 with the same standard action) so in that way it is <em>balanced</em>.</p><p> </p><p>I am concerned about the amount of actions and therefore damage output the overlord has. 4 turns a round and able to make 5 attack rolls a turn is 20 attack rolls which is sort of the equivalent of 20 standard creatures. The problem I have with this is that I have no experience as to if this is massively overpowered or just tough as my PCs are only level 20. I will have a better grasp of the situation in a couple of months when my group have spent a few levels in Epic tier play.</p><p> </p><p>Like I have already said a big factor is the make up of your group, and their paragon and epic destinies. The bump in power and the actual abilities can have a massive impact on the design of the creatures they face. (especially solo encounters). One thing I have my eye on at the moment is the Epic Destiny powers that rely on you dying, or another member of the group dying. Does that mean that I should be designing encounters where PCs are being killed once every three adventuring days or so, just so that they can use those powers? - only experience from Epic Tier play will guide me.</p><p> </p><p>As another personal example to stress my point, at the end of the Heroic Tier I designed what I thought was an inceadibly tough opponant that stood a real chance of killing a couple of PCs and would at least force them to radically adapt their standard tactics. They faced the creature in the first session when they had reached Paragon Tier, and the Paladin had gained <strong>Certain Justice</strong>, that single power was so good (and unlike anything they had had before) that it took me completely by surprise and made the encounter increadably easy and almost trivial for them.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4988265, member: 73463"] OK. Looking at the Defences they seem a bit high to me. From your stats I would have expected:- [B]AC[/B]: 49 [B]Fortitude[/B]: 51; [B]Reflex[/B]: 45; [B]Will[/B]: 46 The HPs look right (MMII standards) The damage expressions seem to be in the right area. I am slightly concerned about [B]Overlords Frenzy[/B], but its max damage is less than 2 [B]Claw[/B] attacks (of which it can make 4 with the same standard action) so in that way it is [I]balanced[/I]. I am concerned about the amount of actions and therefore damage output the overlord has. 4 turns a round and able to make 5 attack rolls a turn is 20 attack rolls which is sort of the equivalent of 20 standard creatures. The problem I have with this is that I have no experience as to if this is massively overpowered or just tough as my PCs are only level 20. I will have a better grasp of the situation in a couple of months when my group have spent a few levels in Epic tier play. Like I have already said a big factor is the make up of your group, and their paragon and epic destinies. The bump in power and the actual abilities can have a massive impact on the design of the creatures they face. (especially solo encounters). One thing I have my eye on at the moment is the Epic Destiny powers that rely on you dying, or another member of the group dying. Does that mean that I should be designing encounters where PCs are being killed once every three adventuring days or so, just so that they can use those powers? - only experience from Epic Tier play will guide me. As another personal example to stress my point, at the end of the Heroic Tier I designed what I thought was an inceadibly tough opponant that stood a real chance of killing a couple of PCs and would at least force them to radically adapt their standard tactics. They faced the creature in the first session when they had reached Paragon Tier, and the Paladin had gained [B]Certain Justice[/B], that single power was so good (and unlike anything they had had before) that it took me completely by surprise and made the encounter increadably easy and almost trivial for them. [/QUOTE]
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