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The grindyness of 4e combat: anyone tried a solo monster yet?
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<blockquote data-quote="ValhallaGH" data-source="post: 4420189" data-attributes="member: 41187"><p>I built a couple of custom solos for games I've been running. They played perfectly and my players reallly enjoyed and remembered both encounters.</p><p></p><p>Both fights went to double digit rounds (11 and 13), both fights sent multiple PCs to unconsciousness, and both times my players said that they really had a great time. They used just about every resource they had (4 man party, with solos 1 or 2 levels higher) but scraped by. I got some of the most enthusiastic and joyful combat feedback I've ever gotten in all the games I've run.</p><p>Party, this was due to the epic danger of the encounter, partly this was due to terrain that they could make be a meaningful part of the encounter. Mostly this was due to a fight so long and tough that everyone had a chance to really shine and show off all their spiffy tricks. It didn't matter that I dropped the wizard in the first round, or that the rogue fell in the next to last round, or that the warlord wend down sometime in the middle; they worked as a team to get everyone back into the fight and there was much success and shared victory.</p><p></p><p>As an aside, I'm running three players but one of my players (who GMs other games) is running two PCs. This counters the serious problems I ran into with designing encounters for three PCs.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4420189, member: 41187"] I built a couple of custom solos for games I've been running. They played perfectly and my players reallly enjoyed and remembered both encounters. Both fights went to double digit rounds (11 and 13), both fights sent multiple PCs to unconsciousness, and both times my players said that they really had a great time. They used just about every resource they had (4 man party, with solos 1 or 2 levels higher) but scraped by. I got some of the most enthusiastic and joyful combat feedback I've ever gotten in all the games I've run. Party, this was due to the epic danger of the encounter, partly this was due to terrain that they could make be a meaningful part of the encounter. Mostly this was due to a fight so long and tough that everyone had a chance to really shine and show off all their spiffy tricks. It didn't matter that I dropped the wizard in the first round, or that the rogue fell in the next to last round, or that the warlord wend down sometime in the middle; they worked as a team to get everyone back into the fight and there was much success and shared victory. As an aside, I'm running three players but one of my players (who GMs other games) is running two PCs. This counters the serious problems I ran into with designing encounters for three PCs. [/QUOTE]
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The grindyness of 4e combat: anyone tried a solo monster yet?
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