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<blockquote data-quote="Quickleaf" data-source="post: 6253368" data-attributes="member: 20323"><p>Generally I don't like monster healing because it doesn't involve the players & makes combat last longer.</p><p></p><p>That said,one factor I've seen several times in solo fights is that the number of PCs makes a big difference. For example, a party of 4-5 PCs with classic party composition against an L to L+2 solo is about evenly matched. Make that 6-7 PCs or an all-striker/controller party and it's no longer a fair fight because they can lockdown and deal damage so fast the solo won't ever see it coming!</p><p></p><p>Normally I don't like the philosophy behind unexplained DC per level that was introduced in Essentials (I mean if it's a wooden door, it should break like a wooden door)...however solo monster mechanics are one area where it might make sense. What if solos were designed with abilities that had "per number of PCs it faces" clauses? For example, a lich with a "Soul Siphon" trait that gives it 125 HP per living creature fighting it at the start of initiative. Sort of a Schrodinger's Hit Points.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6253368, member: 20323"] Generally I don't like monster healing because it doesn't involve the players & makes combat last longer. That said,one factor I've seen several times in solo fights is that the number of PCs makes a big difference. For example, a party of 4-5 PCs with classic party composition against an L to L+2 solo is about evenly matched. Make that 6-7 PCs or an all-striker/controller party and it's no longer a fair fight because they can lockdown and deal damage so fast the solo won't ever see it coming! Normally I don't like the philosophy behind unexplained DC per level that was introduced in Essentials (I mean if it's a wooden door, it should break like a wooden door)...however solo monster mechanics are one area where it might make sense. What if solos were designed with abilities that had "per number of PCs it faces" clauses? For example, a lich with a "Soul Siphon" trait that gives it 125 HP per living creature fighting it at the start of initiative. Sort of a Schrodinger's Hit Points. [/QUOTE]
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