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Solo Monster Design Tips Article
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<blockquote data-quote="webrunner" data-source="post: 5490351" data-attributes="member: 63727"><p>I'd be afraid of the party wizard going nova on the whole room with fire shroud and ending up with a giant pile of monsters.</p><p></p><p></p><p></p><p>You have to be careful and make sure that the elites have solo-level attacks and traits and stuff, multi-attack actions, etc. </p><p></p><p></p><p></p><p>On some of the earlier fights on the train I had a bar go by every few turns so everyone had to drop prone or get bonked.</p><p></p><p>Actually I've tried to have every fight have some sort of thing.. one fight I had was on conveyor belts, another had movable mirrors and a laser, another was on a speeding land cart being pursued by two more land carts (which moved around different directions each turn in relation to each other).</p><p></p><p>Basically every fight should have something in it that sets it apart from "Here is a room full of goblins roll for initative you have killed the goblins you find a bag of gold there is an exit to the north."</p><p></p><p></p><p></p><p>When attacking the hand they could choose to target the whole hand or just a finger. Targeting a finger did half damage to the actual HP but a certain amount of damage disabled the finger for the turn.</p><p></p><p></p><p></p><p>The tournament was an interesting experiment in showing off some interesting one-off character ideas. I also had one of the tournament people from one of the characters' pasts. (I think I posted about it on the forums somewhere)</p></blockquote><p></p>
[QUOTE="webrunner, post: 5490351, member: 63727"] I'd be afraid of the party wizard going nova on the whole room with fire shroud and ending up with a giant pile of monsters. You have to be careful and make sure that the elites have solo-level attacks and traits and stuff, multi-attack actions, etc. On some of the earlier fights on the train I had a bar go by every few turns so everyone had to drop prone or get bonked. Actually I've tried to have every fight have some sort of thing.. one fight I had was on conveyor belts, another had movable mirrors and a laser, another was on a speeding land cart being pursued by two more land carts (which moved around different directions each turn in relation to each other). Basically every fight should have something in it that sets it apart from "Here is a room full of goblins roll for initative you have killed the goblins you find a bag of gold there is an exit to the north." When attacking the hand they could choose to target the whole hand or just a finger. Targeting a finger did half damage to the actual HP but a certain amount of damage disabled the finger for the turn. The tournament was an interesting experiment in showing off some interesting one-off character ideas. I also had one of the tournament people from one of the characters' pasts. (I think I posted about it on the forums somewhere) [/QUOTE]
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