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General Tabletop Discussion
*Pathfinder & Starfinder
Solos, Status Effects, and a House Rule
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<blockquote data-quote="Elric" data-source="post: 4752895" data-attributes="member: 1139"><p>I agree that as a whole, MM solos are too boring. Adding actions would make most solos more interesting and is essential to making some solos usable (Hydras!). </p><p></p><p></p><p></p><p>I believe you had 6 PCs. So that's 6 level 7 PCs against a level 10 solo, roughly a level +2 encounter. If the players still have the ability to use all of their dailies, this should be a challenging but not a "danger of TPK" difficulty fight, if the monster is built appropriately for level 10. When you're designing a solo, you're going to compensate for overall greater action percentage and the result you got indicates that you pretty much got it right as a level 10 encounter.</p><p></p><p>I highly doubt the White Dragon with the changes you've envisioned would even come close to TPKing a level 9 party that had its full resources available. However, would it be more dangerous than a typical level 9 encounter? I think that's the relevant standard. By the book, I'd say "less dangerous", but that doesn't mean that you couldn't have overshot a little. Difficult terrain aura that it ignores, a minor action attack that pushes, with a rechargable version that hits multiple enemies, and greater resistance to save ends effects is quite a bit.</p><p></p><p></p><p></p><p>The alternative I think it is relevant to compare "universal power for all solos" to is "using existing published solos, the vast majority of whom have no 'outs', without adding any outs whatsoever." I'm not going to dispute that if solos were designed with similarly useful, flavorful outs as fit them individually, things would be better than if you added one out to all solos. If that's a realistic alternative for a DM to do him (or her)-self, he or she doesn't need any universal power and it can be left at that.</p></blockquote><p></p>
[QUOTE="Elric, post: 4752895, member: 1139"] I agree that as a whole, MM solos are too boring. Adding actions would make most solos more interesting and is essential to making some solos usable (Hydras!). I believe you had 6 PCs. So that's 6 level 7 PCs against a level 10 solo, roughly a level +2 encounter. If the players still have the ability to use all of their dailies, this should be a challenging but not a "danger of TPK" difficulty fight, if the monster is built appropriately for level 10. When you're designing a solo, you're going to compensate for overall greater action percentage and the result you got indicates that you pretty much got it right as a level 10 encounter. I highly doubt the White Dragon with the changes you've envisioned would even come close to TPKing a level 9 party that had its full resources available. However, would it be more dangerous than a typical level 9 encounter? I think that's the relevant standard. By the book, I'd say "less dangerous", but that doesn't mean that you couldn't have overshot a little. Difficult terrain aura that it ignores, a minor action attack that pushes, with a rechargable version that hits multiple enemies, and greater resistance to save ends effects is quite a bit. The alternative I think it is relevant to compare "universal power for all solos" to is "using existing published solos, the vast majority of whom have no 'outs', without adding any outs whatsoever." I'm not going to dispute that if solos were designed with similarly useful, flavorful outs as fit them individually, things would be better than if you added one out to all solos. If that's a realistic alternative for a DM to do him (or her)-self, he or she doesn't need any universal power and it can be left at that. [/QUOTE]
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