Tequila Sunrise
Adventurer
Hi, UK!
Before I continue, I'll mention the last play test I ran, where the solo could attempt saves by taking damage. As expected, it played out very similarly to the control play test where nobody had stun powers -- the solo went down relatively quickly, but made the invoker really sweat on its way down. If the PCs didn't have all of their dailies to unload, the invoker may have KOed once or twice!
All in all, this test showed the best results. Although I'd still like to find a "consolation prize" other than damage that doesn't require tracking.
So at 28th level at least, I think it's very possible for the party to be able to blow two stun-ish powers per round for a few rounds at least. This is a worst-case scenario though, so whether it actually happens depends on your crew.

I will reference D'karr again though, and agree that it is rather frustrating on the player's side when a monster simply shrugs off an effect at the start of its turn. (Your solos have the usual +5 bonus, yes?) I'd recommend at least being upfront and explicit with your players about this: "My solos roll saves at the start of their turn, so expect solos to largely ignore anything but damage."
Before I continue, I'll mention the last play test I ran, where the solo could attempt saves by taking damage. As expected, it played out very similarly to the control play test where nobody had stun powers -- the solo went down relatively quickly, but made the invoker really sweat on its way down. If the PCs didn't have all of their dailies to unload, the invoker may have KOed once or twice!
All in all, this test showed the best results. Although I'd still like to find a "consolation prize" other than damage that doesn't require tracking.
Correct.Just to clarify, when stunned the monster only lost a standard action from one of its turns right? It seems you did, given you state keeping it stunlocked was a two man job.
In a real game, it probably wouldn't be possible to load up on so many stun powers without begging the DM for home brew. But as [MENTION=43019]keterys[/MENTION] mentioned, there are a lot of powers that accomplish basically the same goal: dominate, "target can't attack," etc.What amazes me is how many darn stunlocking powers the PCs have. I mean you would think after maybe a round or two they would be expended.
So at 28th level at least, I think it's very possible for the party to be able to blow two stun-ish powers per round for a few rounds at least. This is a worst-case scenario though, so whether it actually happens depends on your crew.

I think it depends on how you design monsters. If you have an effective and satisfying standardized trait, as I'm working toward, I think that's enough. If each of your solos is a special snowflake and you have the energy to individualize more, specific anti-effect traits may be more interesting for your players. Or it might go right over their heads, I dunno.I'm starting to think (based on the discussion in this thread) that while a basic set of traits to nerf conditions is helpful, that each monster should also have a more specific (and individual) way to deal with them.

Glad to be of service!I think I need to change saving throws to the start of their turns in Boss Resilience. Thanks for that.![]()
I will reference D'karr again though, and agree that it is rather frustrating on the player's side when a monster simply shrugs off an effect at the start of its turn. (Your solos have the usual +5 bonus, yes?) I'd recommend at least being upfront and explicit with your players about this: "My solos roll saves at the start of their turn, so expect solos to largely ignore anything but damage."