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General Tabletop Discussion
*Pathfinder & Starfinder
Solo Monsters and the Risk of Boredom
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<blockquote data-quote="Pelenor" data-source="post: 4371298" data-attributes="member: 12130"><p>I ran the White Dragon encounter in Kobold hall just the other day. I had six players and used the stats out of the MM instead of in the adventure. I had 6 players instead of 5. It seems that the players seemed to enjoy it. It took us an hour or so real time to run it but we tend to run 4e combats a bit slower as we are still figureing out the nuances of the system. We all had fun and I think in our case the biggest contribution to interesting tactics on the players part were the presence of two tanks ( a paladin and a fighter). The saving grace for the players though came from two things. First, I took it a little easy on them and didn't use the most optimal tactics as I could have easily turned into a TPK because of some good dice rolls on my part and bad ones on theirs. Second, the cleric pulled the fighter and Pally's behinds out of death more than once because she did the smart thing and used becon of hope at the earliest possible oppurtunity which allowed her to get that additional bonus to heals the rest of the fight.</p><p></p><p>I think as long the DM can make keep the fight from being just a slug fest that solo monsters won't be that boring even if the fights are long. </p><p></p><p>My players lived in constant fear of that breath weapon recharging just because I used the suggested tactics and used the breath weapon and popped an action point to get the aura off in the first round. The rogue pretty much spent the whole encounter using deft strike to pop out from around the corner and fire and then go back so he could avoid the breath weapon. This fight wasn't a slugfest for us and certainly wasn't boring.</p><p></p><p>I think that's the key to make solo encounteres interesting is good tactics and the solo monster being able to do something besides just basic attacks.</p></blockquote><p></p>
[QUOTE="Pelenor, post: 4371298, member: 12130"] I ran the White Dragon encounter in Kobold hall just the other day. I had six players and used the stats out of the MM instead of in the adventure. I had 6 players instead of 5. It seems that the players seemed to enjoy it. It took us an hour or so real time to run it but we tend to run 4e combats a bit slower as we are still figureing out the nuances of the system. We all had fun and I think in our case the biggest contribution to interesting tactics on the players part were the presence of two tanks ( a paladin and a fighter). The saving grace for the players though came from two things. First, I took it a little easy on them and didn't use the most optimal tactics as I could have easily turned into a TPK because of some good dice rolls on my part and bad ones on theirs. Second, the cleric pulled the fighter and Pally's behinds out of death more than once because she did the smart thing and used becon of hope at the earliest possible oppurtunity which allowed her to get that additional bonus to heals the rest of the fight. I think as long the DM can make keep the fight from being just a slug fest that solo monsters won't be that boring even if the fights are long. My players lived in constant fear of that breath weapon recharging just because I used the suggested tactics and used the breath weapon and popped an action point to get the aura off in the first round. The rogue pretty much spent the whole encounter using deft strike to pop out from around the corner and fire and then go back so he could avoid the breath weapon. This fight wasn't a slugfest for us and certainly wasn't boring. I think that's the key to make solo encounteres interesting is good tactics and the solo monster being able to do something besides just basic attacks. [/QUOTE]
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