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<blockquote data-quote="Saagael" data-source="post: 5157317" data-attributes="member: 84839"><p>Thanks Amaroq, I appreciate the compliment. As for the blog, I might do it sometime, but I'm not much into blogging on my own. If someone else had a blog and wanted me to write an article, I'd be more than willing.</p><p></p><p>The thing with the minions is, to me, having lots of little guys distracting the PCs is a bit counter to how I wanted this encounter to feel. I want the players to have one target to focus on. Normally the players can run through a solo like this, but to draw attacks away from the bad guy, I'm adding in the walls and spikes as "make-shift" minions.</p><p></p><p>That being said, towards the end of the fight the monster will change tactics to be more aggressive, and less controller-y. Since the damage increase isn't too drastic when the monster is bloodied, I'm toying with the idea of making a shardling spawn when the Living Winter takes damage (the PCs are chipping off pieces of the magic ice, which reforms into the shardlings). As a power, I would most likely word it something like "When the Living Winter takes more than 25 damage in a single attack, a Shardling is spawned within an unoccupied space within 3 squares (maximum of 3 shardlings per round)."</p><p></p><p>Speaking of the minions, I like the idea of making their attack slow (save ends), but with all the restraining going on with the spikes and wall, that might get really annoying for the PCs, having to run back and forth between the ranged characters and the bad guy. What would be fun is making their attacks give vulnerable cold 5 (save ends).</p><p></p><p>Now, you mention minions dragging off petrified characters. I'll totally use that in the white dragon fight that comes after this one.</p></blockquote><p></p>
[QUOTE="Saagael, post: 5157317, member: 84839"] Thanks Amaroq, I appreciate the compliment. As for the blog, I might do it sometime, but I'm not much into blogging on my own. If someone else had a blog and wanted me to write an article, I'd be more than willing. The thing with the minions is, to me, having lots of little guys distracting the PCs is a bit counter to how I wanted this encounter to feel. I want the players to have one target to focus on. Normally the players can run through a solo like this, but to draw attacks away from the bad guy, I'm adding in the walls and spikes as "make-shift" minions. That being said, towards the end of the fight the monster will change tactics to be more aggressive, and less controller-y. Since the damage increase isn't too drastic when the monster is bloodied, I'm toying with the idea of making a shardling spawn when the Living Winter takes damage (the PCs are chipping off pieces of the magic ice, which reforms into the shardlings). As a power, I would most likely word it something like "When the Living Winter takes more than 25 damage in a single attack, a Shardling is spawned within an unoccupied space within 3 squares (maximum of 3 shardlings per round)." Speaking of the minions, I like the idea of making their attack slow (save ends), but with all the restraining going on with the spikes and wall, that might get really annoying for the PCs, having to run back and forth between the ranged characters and the bad guy. What would be fun is making their attacks give vulnerable cold 5 (save ends). Now, you mention minions dragging off petrified characters. I'll totally use that in the white dragon fight that comes after this one. [/QUOTE]
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