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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6244916" data-attributes="member: 1165"><p>Many solo issues are described here <a href="http://angrydm.com/2010/04/the-dd-boss-fight-part-1/" target="_blank">http://angrydm.com/2010/04/the-dd-boss-fight-part-1/</a></p><p></p><p>The Sly Flourish site talks about beefing up solos in other ways, and ways to modify encounters to help protect solos.</p><p></p><p>One of the biggest problems I have with solos is the type. A fight with a solo brute is like having 5 brutes, and a 5 brute encounter is usually boring. A fight with a solo controller is like having 5 controllers, which means lots of low damage but frustrating effects. I don't find one or two controllers to be like that, but five... The Angry DM's three stage process works quite well if you switch monster types between stages. (I once heard of a lich that starts as a controller or artillery, switches to a lurker and finally a "bad touch" brute.)</p><p></p><p>One problem I found is the shockingly large number of ways PCs can inflict attack penalties on monsters. I'm not talking about marking, but flat-out (and even stacking) penalties... times five. There's a few condition-removal powers I pretty much put on every monster to avoid that. I'll provide a list when I'm not at work <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>A mark is more effective against a solo, as you're basically marking 5 creatures. Of course, sometimes it just means a dead defender. (Last session I nearly killed a PC defender twice with an elite soldier, not even a solo brute, as he decided to focus all his attacks on the guy who marked him.)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6244916, member: 1165"] Many solo issues are described here [url]http://angrydm.com/2010/04/the-dd-boss-fight-part-1/[/url] The Sly Flourish site talks about beefing up solos in other ways, and ways to modify encounters to help protect solos. One of the biggest problems I have with solos is the type. A fight with a solo brute is like having 5 brutes, and a 5 brute encounter is usually boring. A fight with a solo controller is like having 5 controllers, which means lots of low damage but frustrating effects. I don't find one or two controllers to be like that, but five... The Angry DM's three stage process works quite well if you switch monster types between stages. (I once heard of a lich that starts as a controller or artillery, switches to a lurker and finally a "bad touch" brute.) One problem I found is the shockingly large number of ways PCs can inflict attack penalties on monsters. I'm not talking about marking, but flat-out (and even stacking) penalties... times five. There's a few condition-removal powers I pretty much put on every monster to avoid that. I'll provide a list when I'm not at work :) A mark is more effective against a solo, as you're basically marking 5 creatures. Of course, sometimes it just means a dead defender. (Last session I nearly killed a PC defender twice with an elite soldier, not even a solo brute, as he decided to focus all his attacks on the guy who marked him.) [/QUOTE]
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