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<blockquote data-quote="Neonchameleon" data-source="post: 6006941" data-attributes="member: 87792"><p>Yup! I've a set of houserules to make quick combat rules for 4e with damage applied straight to resilience points (i.e. Healing Surges - which actually matter when you're restricting extended rests).</p><p> </p><p></p><p> </p><p>Scary, scary boss monsters that can tear up a whole party and can't be loocked down that well. More modern ones are mechanically very evocatively written, tearing through the party, normally mobile and very lethal. And an intense integration with the terrain. If you are fighting on a platform over lava in 3.X stay away from the sides and it's a normal-ish fight. In 4e with all the forced movement that lava defines the fight and people will be trying desparately to force each other into it.</p><p> </p><p>The boss monsters in the first couple of years ranged from the bad (overinflated hp and defences, not enough damage) to the terrible (a "Goblin solo" or two in early adventures, the Purple Worm which was almost literally a sack of hit points with the damage output of a standard monster, and the Dracolich which just stunlocked everything).</p><p> </p><p>My rule of thumb is that a good 4e campaign looks something like Indiana Jones and the Last Crusade (Raiders of the Lost Arc being too much a one man show) - a bad one looks more like a Michael Bay action film.</p><p> </p><p></p><p></p><p>Agreed. I'm working on some rules where damage is measured in terms of healing surges - but either side of the combat can at the <em>start</em> of their turns elect to turn it into a detailed fight. Of course that's normally a bad choice as they will be attacking hp and not surges, so their damage output will be lowered.</p><p> </p><p></p><p></p><p>I'd have given you XP for this explanation if I could.</p><p> </p><p></p><p> </p><p>That's because it still takes half an hour to run. And is never in doubt.</p><p> </p><p></p><p></p><p>Will read, thanks.</p><p> </p><p></p><p></p><p>How early in 4e was this? Because early solos were terrible, especially compared to the sheer awesome we've had in Monster Vault and MV: Nentir Vale.</p><p> </p><p></p><p> </p><p>That really helped!</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6006941, member: 87792"] Yup! I've a set of houserules to make quick combat rules for 4e with damage applied straight to resilience points (i.e. Healing Surges - which actually matter when you're restricting extended rests). Scary, scary boss monsters that can tear up a whole party and can't be loocked down that well. More modern ones are mechanically very evocatively written, tearing through the party, normally mobile and very lethal. And an intense integration with the terrain. If you are fighting on a platform over lava in 3.X stay away from the sides and it's a normal-ish fight. In 4e with all the forced movement that lava defines the fight and people will be trying desparately to force each other into it. The boss monsters in the first couple of years ranged from the bad (overinflated hp and defences, not enough damage) to the terrible (a "Goblin solo" or two in early adventures, the Purple Worm which was almost literally a sack of hit points with the damage output of a standard monster, and the Dracolich which just stunlocked everything). My rule of thumb is that a good 4e campaign looks something like Indiana Jones and the Last Crusade (Raiders of the Lost Arc being too much a one man show) - a bad one looks more like a Michael Bay action film. Agreed. I'm working on some rules where damage is measured in terms of healing surges - but either side of the combat can at the [I]start[/I] of their turns elect to turn it into a detailed fight. Of course that's normally a bad choice as they will be attacking hp and not surges, so their damage output will be lowered. I'd have given you XP for this explanation if I could. That's because it still takes half an hour to run. And is never in doubt. Will read, thanks. How early in 4e was this? Because early solos were terrible, especially compared to the sheer awesome we've had in Monster Vault and MV: Nentir Vale. That really helped! [/QUOTE]
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