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*Pathfinder & Starfinder
Solos, Status Effects, and a House Rule
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<blockquote data-quote="Elric" data-source="post: 4751901" data-attributes="member: 1139"><p>Solo action ratio deserves a separate topic entirely. I will say that solos wouldn’t need as many actions to keep up with players if they weren’t so affected by debuffs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> </p><p></p><p>Would a dragon be able to use this as an immediate reaction to being affected by a Stun/Daze? If not, that’s a problem. The main problem with this kind of fix is that it does nothing for (until end of next turn) effects but severely weakens (save ends) effects. If the Dragon had this power available and uses it, a (save ends) effect lasts an average of 0.25 rounds. </p><p></p><p>So if the Dragon has this available for even every third (save ends) attack (roughly speaking, it gets hit by one effect it wants to use the power on each round), save-ends attacks end up being less powerful than (until end of next turn) effects. As the former are almost exclusively daily powers and the latter tend to be encounter powers, this would be a strange effect.</p><p></p><p>So far I've been discussing major fixes in the scheme of things. Your two examples so far have been comparatively minor fixes. It's just adding a specific ability or two to each solo. Let me try a proposal in this genre. Solos add the following two abilities:</p><p></p><p><strong>Immutable Opponent</strong> When this creature would be stunned or dominated, if it is not dazed it can make a saving throw. If that saving throw succeeds, it is dazed instead (the effect has its usual duration).</p><p></p><p><strong>Remarkable Resilience</strong> (no action, when this creature suffers an effect that a save can end; encounter). This creature makes a saving throw against the triggering effect. </p><p><strong>Special:</strong> the first time this creature becomes bloodied in an encounter, this power recharges, and it can use it immediately against an ongoing effect that a save can end.</p><p></p><p>The first ability is aimed at until end of next turn stun effects in particular. The second ability only deals with save-ends effects, but is limited enough that it shouldn't change the balance between (until end of next turn) and (save ends) effects. Since it doesn't have recharge rolls it won't require much additional tracking. I haven't figured out whether the current wording makes Immutable Opponent take effect before the solo has to decide whether to use Remarkable Resilience, and also haven't thought too much about which order would be desirable <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>This doesn't deal with the problem of stacking to-hit penalties on solos, and won't prevent a dedicated stunning party from getting several rounds of stun in on a solo, but it should help ensure that solos are a more appropriate challenge, without requiring any major changes.</p></blockquote><p></p>
[QUOTE="Elric, post: 4751901, member: 1139"] Solo action ratio deserves a separate topic entirely. I will say that solos wouldn’t need as many actions to keep up with players if they weren’t so affected by debuffs. :) Would a dragon be able to use this as an immediate reaction to being affected by a Stun/Daze? If not, that’s a problem. The main problem with this kind of fix is that it does nothing for (until end of next turn) effects but severely weakens (save ends) effects. If the Dragon had this power available and uses it, a (save ends) effect lasts an average of 0.25 rounds. So if the Dragon has this available for even every third (save ends) attack (roughly speaking, it gets hit by one effect it wants to use the power on each round), save-ends attacks end up being less powerful than (until end of next turn) effects. As the former are almost exclusively daily powers and the latter tend to be encounter powers, this would be a strange effect. So far I've been discussing major fixes in the scheme of things. Your two examples so far have been comparatively minor fixes. It's just adding a specific ability or two to each solo. Let me try a proposal in this genre. Solos add the following two abilities: [b]Immutable Opponent[/b] When this creature would be stunned or dominated, if it is not dazed it can make a saving throw. If that saving throw succeeds, it is dazed instead (the effect has its usual duration). [b]Remarkable Resilience[/b] (no action, when this creature suffers an effect that a save can end; encounter). This creature makes a saving throw against the triggering effect. [B]Special:[/B] the first time this creature becomes bloodied in an encounter, this power recharges, and it can use it immediately against an ongoing effect that a save can end. The first ability is aimed at until end of next turn stun effects in particular. The second ability only deals with save-ends effects, but is limited enough that it shouldn't change the balance between (until end of next turn) and (save ends) effects. Since it doesn't have recharge rolls it won't require much additional tracking. I haven't figured out whether the current wording makes Immutable Opponent take effect before the solo has to decide whether to use Remarkable Resilience, and also haven't thought too much about which order would be desirable :) This doesn't deal with the problem of stacking to-hit penalties on solos, and won't prevent a dedicated stunning party from getting several rounds of stun in on a solo, but it should help ensure that solos are a more appropriate challenge, without requiring any major changes. [/QUOTE]
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