Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Solos, Status Effects, and a House Rule
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Morgan_Scott82" data-source="post: 4752821" data-attributes="member: 79594"><p>I've been using my action ratio inspired design philosophy for just a few weeks now and only run one actual encounter for my party, and two independent playtests I've run for myself, but so far my experience hasn't shown them to be too powerful. I believe MM solos suffer in two ways that makes them a problem at the gaming table.</p><p> </p><p>1.) They're boring</p><p>2.) They're not a challenge</p><p> </p><p>The second is basically a subset of the first. They just don't do enough to be interesting or a challenge, this is what gives people the impression that solo encounters are uninteresting "grinds" that everyone wants to be over as soon as possible. They're a lot like the 3.5 edition fighter focused exclusively on getting the highest AC possible, sure he's hard to kill but he's about as threatening as a tortoise. In a word: Boring. Some people have proposed reducing this feeling of "grind" by reducing solo hp, and while that will reduce the feeling of "grind" it doesn't make the solo any more interesting it just reduces the amount of time the solo has to be boring. That's a compounding one bad design with another, essentially diluting the solo making him less potent, and therefore even less challenging or interesting.</p><p> </p><p>I instead propose the opposite: concentrate the solo, make him more effective, give him more to do. Of course its possible to go overboard in this regard and make the solo too powerful, however I actually think that's hard to do. 4e has such an elasticity of challenge, PCs are resilient, resourceful and have powers enough to last themselves through the challenge. For example when I ran Jaxia, the solo I discussed in the other thread, she had an action ratio of 5:3, she could actually do more than the PC party in a given round, but at no point did I think we were in danger of a TPK. I thought I did a good job challenging my party.</p><p> </p><p>I take the position that a majority of daily powers are written to be better against a solo than regular monster. This contributes to my players expending them only during the various challenging encounters, especially solos. At 7th level where my PCs were when this encounter took place each PC had three encounter powers and two dailies, not even a full compliment of powers compared to the higher tiers and yet the encounter was over in four rounds, a few dailies were spent and most people were just expending their last encounters when the solo was put down.</p><p> </p><p></p><p> </p><p>While I think that outs are important, as we continue this discussion I'm leaning more towards saying they're not required, and especially advocating against any universal power for all solos, if for no other reason than a lack of variety leads to boring encounters, with cookie cutter monsters.</p></blockquote><p></p>
[QUOTE="Morgan_Scott82, post: 4752821, member: 79594"] I've been using my action ratio inspired design philosophy for just a few weeks now and only run one actual encounter for my party, and two independent playtests I've run for myself, but so far my experience hasn't shown them to be too powerful. I believe MM solos suffer in two ways that makes them a problem at the gaming table. 1.) They're boring 2.) They're not a challenge The second is basically a subset of the first. They just don't do enough to be interesting or a challenge, this is what gives people the impression that solo encounters are uninteresting "grinds" that everyone wants to be over as soon as possible. They're a lot like the 3.5 edition fighter focused exclusively on getting the highest AC possible, sure he's hard to kill but he's about as threatening as a tortoise. In a word: Boring. Some people have proposed reducing this feeling of "grind" by reducing solo hp, and while that will reduce the feeling of "grind" it doesn't make the solo any more interesting it just reduces the amount of time the solo has to be boring. That's a compounding one bad design with another, essentially diluting the solo making him less potent, and therefore even less challenging or interesting. I instead propose the opposite: concentrate the solo, make him more effective, give him more to do. Of course its possible to go overboard in this regard and make the solo too powerful, however I actually think that's hard to do. 4e has such an elasticity of challenge, PCs are resilient, resourceful and have powers enough to last themselves through the challenge. For example when I ran Jaxia, the solo I discussed in the other thread, she had an action ratio of 5:3, she could actually do more than the PC party in a given round, but at no point did I think we were in danger of a TPK. I thought I did a good job challenging my party. I take the position that a majority of daily powers are written to be better against a solo than regular monster. This contributes to my players expending them only during the various challenging encounters, especially solos. At 7th level where my PCs were when this encounter took place each PC had three encounter powers and two dailies, not even a full compliment of powers compared to the higher tiers and yet the encounter was over in four rounds, a few dailies were spent and most people were just expending their last encounters when the solo was put down. While I think that outs are important, as we continue this discussion I'm leaning more towards saying they're not required, and especially advocating against any universal power for all solos, if for no other reason than a lack of variety leads to boring encounters, with cookie cutter monsters. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Solos, Status Effects, and a House Rule
Top