Flipguarder
First Post
From what I can see the main reason solos are lacking in power compared to 4 or 5 regular monsters is that they can have so many status effects put on them at one time. I was thinking about how to improve their effectiveness against statuses to make this less of a problem. Which of these (or which combination) do you consider most reasonable.
1. Solos make saving throws at the beginning of their turn as well as the end.
2. Solos get an extra bonus to saving throws (to +7 or 8)
3. Solos save for two(possibly more) effects every time roll a successful save.
4. Penalties against any one attribute don't stack beyond 5 (number is flexible)
thoughts, or ideas?
1. Solos make saving throws at the beginning of their turn as well as the end.
2. Solos get an extra bonus to saving throws (to +7 or 8)
3. Solos save for two(possibly more) effects every time roll a successful save.
4. Penalties against any one attribute don't stack beyond 5 (number is flexible)
thoughts, or ideas?