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The Three Act Goblin
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<blockquote data-quote="moxcamel" data-source="post: 5342365" data-attributes="member: 67954"><p>I do have a specific encounter in mind, but I'm not really looking to build him for a specialized encounter. Especially for a first level monster, he'll be pretty generic, if you can consider a 1st level solo generic. <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></p><p>Yep, completely agreed. It's a tricky proposition, which is why it interests me. <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=":)" /> There's some finesse involved with creating such a low-level solo, but I think (well...<em>hope</em>) it's doable.</p><p> </p><p></p><p>Damage doesn't carry over to the next stage, so if they take him down to 10 hit points on one round, and the next round they dish out 30 more, he starts stage 2 at full hit points. It's slightly unfair to the players I suppose, but I don't think it's too unfair, especially considering the players get 5-6 actions to the solo's one.</p><p></p><p></p><p>Exactly. The problem with a normal solo is that you usually get only the first round to pop off your really cool powers. After that, it often turns into a mob of adventurers beating on a pinata until the candy comes out. With this method, you get at least 3 opportunities to unleash the coolness. Or at least that's the theory. It's completely untried by me, and even the writer of the original article says he's still working out the kinks. So who knows. <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></p><p>Thanks. I'll post a link to some stat blocks when I've designed the initial 'prototype.' <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></blockquote><p></p>
[QUOTE="moxcamel, post: 5342365, member: 67954"] I do have a specific encounter in mind, but I'm not really looking to build him for a specialized encounter. Especially for a first level monster, he'll be pretty generic, if you can consider a 1st level solo generic. :) Yep, completely agreed. It's a tricky proposition, which is why it interests me. :) There's some finesse involved with creating such a low-level solo, but I think (well...[I]hope[/I]) it's doable. Damage doesn't carry over to the next stage, so if they take him down to 10 hit points on one round, and the next round they dish out 30 more, he starts stage 2 at full hit points. It's slightly unfair to the players I suppose, but I don't think it's too unfair, especially considering the players get 5-6 actions to the solo's one. Exactly. The problem with a normal solo is that you usually get only the first round to pop off your really cool powers. After that, it often turns into a mob of adventurers beating on a pinata until the candy comes out. With this method, you get at least 3 opportunities to unleash the coolness. Or at least that's the theory. It's completely untried by me, and even the writer of the original article says he's still working out the kinks. So who knows. :) Thanks. I'll post a link to some stat blocks when I've designed the initial 'prototype.' :) [/QUOTE]
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