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Super solo rules, considered
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<blockquote data-quote="Upper_Krust" data-source="post: 5745652" data-attributes="member: 326"><p>Hello again amigo! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Ah okay.</p><p></p><p></p><p></p><p>I think the Sly Flourish approach (gleaned from the Epic Tier DMing Advice pdf) always works well of adding defenses that are empowered by magical objects on the map.</p><p></p><p>Not sure how that works the way the Frost Armour operates though.</p><p></p><p>I adopted something very similar with the Braziers and Pillars in my Orcus revision.</p><p></p><p></p><p></p><p>I have been thinking about this problem and I believe that henceforth I'll be dropping deities down a further 5 levels (or the difference between Elite and Solo or Solo and Super-solo) when encountered outside their native realm.</p><p></p><p>So Orcus would be a better fit at Level 28 Solo, but on his native layer he would be Level 33 solo (or Level 28 Super-solo).</p><p></p><p> </p><p></p><p>Well as I noted previously, Super-solo's are primarily for the Epic Tier.</p><p></p><p></p><p></p><p>Okay.</p><p></p><p></p><p></p><p>A few. </p><p></p><p>Firstly I'm wondering if I would change the base damage to 1d8+4 with area effect attacks (or single target minor actions) at 1d6+3. Technically thats 0.5 damage down on the suggested figure but it is a Level 1 supersolo and while I would nearly always say round up in these cases, between Levels 1-4 I'd be wary of that.</p><p></p><p>Secondly, I have been looking over the original stat-block again and I am worried its a bit too 'busy' for a Level 1 monster. Of course that should be no problems for you using it, but I just wonder how others (especially beginner DMs) would look at it. Not a major complaint by any means since this is created for your campaign. But I always like to ponder 'how would I do it'. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Also as regards the chase sequence, perhaps a better idea might be to have success or failure lead to favourable terrain for the winner. Perhaps if the PCs don't catch her soon enough, she ends up in the cave with the Ice Bats (x8 Level 1 Minions)?</p><p></p><p>I'll maybe have more thoughts later on. Its an interesting case study.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 5745652, member: 326"] Hello again amigo! :) Ah okay. I think the Sly Flourish approach (gleaned from the Epic Tier DMing Advice pdf) always works well of adding defenses that are empowered by magical objects on the map. Not sure how that works the way the Frost Armour operates though. I adopted something very similar with the Braziers and Pillars in my Orcus revision. I have been thinking about this problem and I believe that henceforth I'll be dropping deities down a further 5 levels (or the difference between Elite and Solo or Solo and Super-solo) when encountered outside their native realm. So Orcus would be a better fit at Level 28 Solo, but on his native layer he would be Level 33 solo (or Level 28 Super-solo). Well as I noted previously, Super-solo's are primarily for the Epic Tier. Okay. A few. Firstly I'm wondering if I would change the base damage to 1d8+4 with area effect attacks (or single target minor actions) at 1d6+3. Technically thats 0.5 damage down on the suggested figure but it is a Level 1 supersolo and while I would nearly always say round up in these cases, between Levels 1-4 I'd be wary of that. Secondly, I have been looking over the original stat-block again and I am worried its a bit too 'busy' for a Level 1 monster. Of course that should be no problems for you using it, but I just wonder how others (especially beginner DMs) would look at it. Not a major complaint by any means since this is created for your campaign. But I always like to ponder 'how would I do it'. ;) Also as regards the chase sequence, perhaps a better idea might be to have success or failure lead to favourable terrain for the winner. Perhaps if the PCs don't catch her soon enough, she ends up in the cave with the Ice Bats (x8 Level 1 Minions)? I'll maybe have more thoughts later on. Its an interesting case study. [/QUOTE]
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