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The Three Act Goblin
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<blockquote data-quote="Mesh Hong" data-source="post: 5341913" data-attributes="member: 73463"><p>It sounds like you are building a specific creature for a specific encounter. My advice in this case is to think about the encounter as a whole, try and base power options around interacting with the terrain and scenery.</p><p> </p><p>Low level solos can be difficult to design in general due to the PCs frailty to concentrated attack. For instance you generally want a solo to have a standard attack that includes 2 to 3 attacks (eg double attack), and a combination of minor attacks, auras and triggered actions. At level 1 this is more than slightly problematic because you cannot reasonably expect a single PC defender to take that sort of punishment. There is an almost invisble line between dishing out an exciting but reasonable amount of damage and killing a PC before he or the rest of the party can react.</p><p> </p><p>Another potential problem you will have to think about is the relatively small amount of HPs a level 1 solo has when weighed against a 6 PC group concentrating fire.</p><p> </p><p>From memory I think a level 1 solo will have about 120 HPs, lets just say that your 6 PC group all hit in the first round and each deal 10 damage. That 60 damage will take your solo straight past Stage 1 and half way into Stage 2 (assuming each of your creatures stages has 40 HPs)</p><p> </p><p>What I am saying here is that you might not have that much time to define each stage of the creature. I have designed quite a few multi staged solos and they can work really well, but they can cause a few design issues which need to be carefully considered.</p><p> </p><p>There is nothing quite as dissapointing for a DM as seeing a creature not able to use a sizable chunk of the powers you spent time designing.</p><p> </p><p>Anyway I look forward to seeing your design, if you need any more advice there are quite a few of us here who will be happy to help.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 5341913, member: 73463"] It sounds like you are building a specific creature for a specific encounter. My advice in this case is to think about the encounter as a whole, try and base power options around interacting with the terrain and scenery. Low level solos can be difficult to design in general due to the PCs frailty to concentrated attack. For instance you generally want a solo to have a standard attack that includes 2 to 3 attacks (eg double attack), and a combination of minor attacks, auras and triggered actions. At level 1 this is more than slightly problematic because you cannot reasonably expect a single PC defender to take that sort of punishment. There is an almost invisble line between dishing out an exciting but reasonable amount of damage and killing a PC before he or the rest of the party can react. Another potential problem you will have to think about is the relatively small amount of HPs a level 1 solo has when weighed against a 6 PC group concentrating fire. From memory I think a level 1 solo will have about 120 HPs, lets just say that your 6 PC group all hit in the first round and each deal 10 damage. That 60 damage will take your solo straight past Stage 1 and half way into Stage 2 (assuming each of your creatures stages has 40 HPs) What I am saying here is that you might not have that much time to define each stage of the creature. I have designed quite a few multi staged solos and they can work really well, but they can cause a few design issues which need to be carefully considered. There is nothing quite as dissapointing for a DM as seeing a creature not able to use a sizable chunk of the powers you spent time designing. Anyway I look forward to seeing your design, if you need any more advice there are quite a few of us here who will be happy to help. [/QUOTE]
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