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The 4e Solo Thread
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<blockquote data-quote="Quickleaf" data-source="post: 6264011" data-attributes="member: 20323"><p>[MENTION=46713]Jhaelen[/MENTION] Ah, well truthfully I've only had a handful of PC deaths between my last 4e campaign and my current...one from a foreshadowed coup de grace, and two from falling / friendly fire. It would appear my players are their own worst enemies <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Anyhow, back to the topic of Solo Monsters!</p><p></p><p>I think I've got a list of rules for solo design / major topics that should be covered in a design document:</p><ul> <li data-xf-list-type="ul">Monster damage equivalence (e.g. solo should be worth 3-5 monsters' DPR)<br /> </li> <li data-xf-list-type="ul">Multi-attacks (connected to above, what is impact of choosing one type of multiattack vs. another? For example area attack vs. opportunity attack vs. minor action attack vs. dual basic attacks)<br /> </li> <li data-xf-list-type="ul">Schrodinger's stat block (i.e. needs to adapt to party size)<br /> </li> <li data-xf-list-type="ul">Action recovery (including mitigating attack penalties)<br /> </li> <li data-xf-list-type="ul">Auras (what makes a good solo aura? how to use effectively in encounter?)<br /> </li> <li data-xf-list-type="ul">Replacing "save ends" powers with something more suspenseful & increasing player agency...you don't just make a saving throw vs. fire, you leap into a waterfall!<br /> </li> <li data-xf-list-type="ul">The Lair (how to design a lair to accentuate the solo's abilities?)<br /> </li> <li data-xf-list-type="ul">Combat Narrative/Development (solo fights are meant to take up table time, so the fight needs to evolve to stay interesting, what are some tricks to do this?)</li> </ul></blockquote><p></p>
[QUOTE="Quickleaf, post: 6264011, member: 20323"] [MENTION=46713]Jhaelen[/MENTION] Ah, well truthfully I've only had a handful of PC deaths between my last 4e campaign and my current...one from a foreshadowed coup de grace, and two from falling / friendly fire. It would appear my players are their own worst enemies ;) Anyhow, back to the topic of Solo Monsters! I think I've got a list of rules for solo design / major topics that should be covered in a design document: [list] [*]Monster damage equivalence (e.g. solo should be worth 3-5 monsters' DPR) [*]Multi-attacks (connected to above, what is impact of choosing one type of multiattack vs. another? For example area attack vs. opportunity attack vs. minor action attack vs. dual basic attacks) [*]Schrodinger's stat block (i.e. needs to adapt to party size) [*]Action recovery (including mitigating attack penalties) [*]Auras (what makes a good solo aura? how to use effectively in encounter?) [*]Replacing "save ends" powers with something more suspenseful & increasing player agency...you don't just make a saving throw vs. fire, you leap into a waterfall! [*]The Lair (how to design a lair to accentuate the solo's abilities?) [*]Combat Narrative/Development (solo fights are meant to take up table time, so the fight needs to evolve to stay interesting, what are some tricks to do this?)[/LIST] [/QUOTE]
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