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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Stacking penalties, solos, and . . . *sigh* sadness. :(
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<blockquote data-quote="Mengu" data-source="post: 4822060" data-attributes="member: 65726"><p>Maybe this is a level problem.</p><p></p><p>I typically use slightly higher level solos. Sometimes I have solos hitting certain defenses on the roll of a 3 or 4. When that number goes up to a 6 or 8 because of penalties, I don't think I'd complain.</p><p></p><p>Few sessions ago, I had a controller solo with a +12 vs reflex attack, the 5th level party had reflex defenses of 16's and 17's, and I was hitting fairly easily in the absence of debuffs.</p><p></p><p>I can see there being a problem if you use a level equivalent brute attacking AC against a high AC party. A 5th level Solo Brute may have a +8 vs AC attack. Against my party's defenders, this solo would already be needing 15's to hit. With a debuff or two, he would need 17's or 19's to hit which is pretty terrible. Add a zone defense buff from the paladin, and that solo isn't a threat at all.</p><p></p><p>When designing encounters for any given party, I think these factors need to be taken into consideration.</p><p></p><p>Also against 6-man parties, solos are especially vulnerable. I pretty much throw away the current design, and start from scratch if I want my party to fight a lone solo. I give them a save against one condition at the beginning of their turn, minor action attacks, immediate interrupts that really screw the attacker, an aura, some crazy damage encounter attack that recharges when bloodied, and a gold doc-wagon contract.</p><p></p><p>If your players know what they are doing, then your solos need a serious upgrade. If your players haven't figured out the game yet, a standard MM solo can be a PC killer.</p></blockquote><p></p>
[QUOTE="Mengu, post: 4822060, member: 65726"] Maybe this is a level problem. I typically use slightly higher level solos. Sometimes I have solos hitting certain defenses on the roll of a 3 or 4. When that number goes up to a 6 or 8 because of penalties, I don't think I'd complain. Few sessions ago, I had a controller solo with a +12 vs reflex attack, the 5th level party had reflex defenses of 16's and 17's, and I was hitting fairly easily in the absence of debuffs. I can see there being a problem if you use a level equivalent brute attacking AC against a high AC party. A 5th level Solo Brute may have a +8 vs AC attack. Against my party's defenders, this solo would already be needing 15's to hit. With a debuff or two, he would need 17's or 19's to hit which is pretty terrible. Add a zone defense buff from the paladin, and that solo isn't a threat at all. When designing encounters for any given party, I think these factors need to be taken into consideration. Also against 6-man parties, solos are especially vulnerable. I pretty much throw away the current design, and start from scratch if I want my party to fight a lone solo. I give them a save against one condition at the beginning of their turn, minor action attacks, immediate interrupts that really screw the attacker, an aura, some crazy damage encounter attack that recharges when bloodied, and a gold doc-wagon contract. If your players know what they are doing, then your solos need a serious upgrade. If your players haven't figured out the game yet, a standard MM solo can be a PC killer. [/QUOTE]
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Community
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Stacking penalties, solos, and . . . *sigh* sadness. :(
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