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General Tabletop Discussion
*Pathfinder & Starfinder
Tips on Designing Encounters against Solo Monsters
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<blockquote data-quote="Jack99" data-source="post: 5039177" data-attributes="member: 53135"><p>Some excellent advice in this thread. A couple of things I would add to the mix.</p><p></p><p>- Make sure the solo has a way to mitigate things like stun, dazed, sleep, helpless, can't attack etc, or you will find your solo completely sidetracked for most of the fight. Worth noting that this problem becomes increasingly bigger with level. The trick is of course to not just make it quasi-immune, and thus frustrating your players.</p><p></p><p>- Carefully consider how the solo can deal with the marks of a fighter, if your group has one. Nothing more frustrating than to have a solo locked down for the whole fight. Dynamic combats are FTW; tank&spank suck even more in D&D <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>- Number of attacks as PC noted is important, but just as important is the type of attack. A solo that has only melee attacks will invariably become boring, (especially coupled with a lockdown fighter) as the casters can just stand safely at the back and toss spells at it. If ranged attacks doesn't suit the solo monster at all, and it has no way of getting away from the fighter, then make sure that you add minions or other (regular) monsters that can get to the place where the casters are.</p></blockquote><p></p>
[QUOTE="Jack99, post: 5039177, member: 53135"] Some excellent advice in this thread. A couple of things I would add to the mix. - Make sure the solo has a way to mitigate things like stun, dazed, sleep, helpless, can't attack etc, or you will find your solo completely sidetracked for most of the fight. Worth noting that this problem becomes increasingly bigger with level. The trick is of course to not just make it quasi-immune, and thus frustrating your players. - Carefully consider how the solo can deal with the marks of a fighter, if your group has one. Nothing more frustrating than to have a solo locked down for the whole fight. Dynamic combats are FTW; tank&spank suck even more in D&D ;) - Number of attacks as PC noted is important, but just as important is the type of attack. A solo that has only melee attacks will invariably become boring, (especially coupled with a lockdown fighter) as the casters can just stand safely at the back and toss spells at it. If ranged attacks doesn't suit the solo monster at all, and it has no way of getting away from the fighter, then make sure that you add minions or other (regular) monsters that can get to the place where the casters are. [/QUOTE]
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