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Stunlock: A DM's Worst Nightmare
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<blockquote data-quote="S'mon" data-source="post: 5872955" data-attributes="member: 463"><p>I'd like to give a player perspective on this - my Fighter PC just levelled to 13th, after finding a +3 mace last session I just took an Encounter power that does sub-optimal damage (2d8+11 with mace) but can be used with the mace to stun a target until eomnt. I took this power specifically for use on Solo type foes - I could be doing more than twice the damage with my bastard sword & a different power (eg another power give 2d10+11 vs 2 foes) - and I would be pretty annoyed if this power had NO effect on Solos, which would be the usual result of "save at +5 at start of turn". </p><p></p><p>I would restrict any "save at +5 at start of turn" abilities to high-Epic Solos, major Demon Lords and such. Otherwise, dragon Action Recovery (daze/stun/dominates end at end of turn) seems plenty good enough for regular Solos, certainly at Paragon tier. That should be enough to prevent Wizards with encounter- long stunlocks from totally dominating.</p><p></p><p>Be wary of making rules necessary for end-of-campaign boss fights vs Demogorgon into general rules for all Solos.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5872955, member: 463"] I'd like to give a player perspective on this - my Fighter PC just levelled to 13th, after finding a +3 mace last session I just took an Encounter power that does sub-optimal damage (2d8+11 with mace) but can be used with the mace to stun a target until eomnt. I took this power specifically for use on Solo type foes - I could be doing more than twice the damage with my bastard sword & a different power (eg another power give 2d10+11 vs 2 foes) - and I would be pretty annoyed if this power had NO effect on Solos, which would be the usual result of "save at +5 at start of turn". I would restrict any "save at +5 at start of turn" abilities to high-Epic Solos, major Demon Lords and such. Otherwise, dragon Action Recovery (daze/stun/dominates end at end of turn) seems plenty good enough for regular Solos, certainly at Paragon tier. That should be enough to prevent Wizards with encounter- long stunlocks from totally dominating. Be wary of making rules necessary for end-of-campaign boss fights vs Demogorgon into general rules for all Solos. [/QUOTE]
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Stunlock: A DM's Worst Nightmare
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