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Solos, Status Effects, and a House Rule
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<blockquote data-quote="Elric" data-source="post: 4753140" data-attributes="member: 1139"><p>This is a good point; I get to it in the post Morgan_Scott quotes at the top of this page, but I never really updated the main post to reflect it. This is a reason why you definitely don't want status effects to be so weak as to be 1/5 of a normal monster's average duration against a solo, since a status effect that hurts offense used on a whole combat of normal monsters would be stronger than one used on a solo (and there aren't many 'status effects' that affect defense much more greatly when used on a solo than a regular monster- you need something like Lead the Attack, which isn't a condition at all). </p><p></p><p>A similar calculation for elites indicates that they should be roughly 1.7 normal monsters worth of damage or so. If you assume 2 elites with 2.5x normal monster HP, you get that there are 1.5 alive at a typical point in the combat, which means they should have about 2x the offense of a regular monster if you assume you're facing 3 regular monsters; then roughly scale this down for a 2x HP elite. </p><p></p><p>With this assumption, it's pretty clear that save ends effects used on elites aren't that much stronger than normal monsters when accounting for the save bonus and higher defenses (1-round effects are comparatively stronger, but not that much stronger). Still, solos have substantially more firepower than elites, but no higher defenses, and no higher saves.</p><p></p><p>This does suggest, though, that a smaller rather than larger fix could be appropriate. </p><p></p><p>Previously my idea for a specific stun-fix was:</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>You could probably add some further penalty beyond dazed and leave a stun on a solo still comparable "monster-offense equivalents prevented" than on an elite. -2 to hit on top of Dazed seem about right?</p><p></p><p>Of course, if the adamantine dragon preview is an indication, the balance of solos may end up shifting towards more offense, less defense, in which case a solo might be more like 4x offense (and have lower defenses to compensate), which would substantially strengthen stun effects, since they take away more monster offense and are more likely to hit the monster's lower AC in general.</p></blockquote><p></p>
[QUOTE="Elric, post: 4753140, member: 1139"] This is a good point; I get to it in the post Morgan_Scott quotes at the top of this page, but I never really updated the main post to reflect it. This is a reason why you definitely don't want status effects to be so weak as to be 1/5 of a normal monster's average duration against a solo, since a status effect that hurts offense used on a whole combat of normal monsters would be stronger than one used on a solo (and there aren't many 'status effects' that affect defense much more greatly when used on a solo than a regular monster- you need something like Lead the Attack, which isn't a condition at all). A similar calculation for elites indicates that they should be roughly 1.7 normal monsters worth of damage or so. If you assume 2 elites with 2.5x normal monster HP, you get that there are 1.5 alive at a typical point in the combat, which means they should have about 2x the offense of a regular monster if you assume you're facing 3 regular monsters; then roughly scale this down for a 2x HP elite. With this assumption, it's pretty clear that save ends effects used on elites aren't that much stronger than normal monsters when accounting for the save bonus and higher defenses (1-round effects are comparatively stronger, but not that much stronger). Still, solos have substantially more firepower than elites, but no higher defenses, and no higher saves. This does suggest, though, that a smaller rather than larger fix could be appropriate. Previously my idea for a specific stun-fix was: [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). You could probably add some further penalty beyond dazed and leave a stun on a solo still comparable "monster-offense equivalents prevented" than on an elite. -2 to hit on top of Dazed seem about right? Of course, if the adamantine dragon preview is an indication, the balance of solos may end up shifting towards more offense, less defense, in which case a solo might be more like 4x offense (and have lower defenses to compensate), which would substantially strengthen stun effects, since they take away more monster offense and are more likely to hit the monster's lower AC in general. [/QUOTE]
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