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General Tabletop Discussion
*Pathfinder & Starfinder
What Have We Done About Solos?
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<blockquote data-quote="DracoSuave" data-source="post: 4774548" data-attributes="member: 71571"><p>Well that doesn't rule out terrain and traps, does it? In other words, if this guy is your BBEG, then have the party fight it on -its- element.</p><p></p><p>As for status effects, +5 to saves goes a long way (excepting orbizards.) But this is where you, as a DM, have to do your job. You make encounters to challenge your players--so if you have a party that, for example, can stunlock a guy, then you give them an item with a daily that allows them to break a stunlock.</p><p></p><p>'But it doesn't exist in the blah blah Player's Book of blah' is an irrelevent argument. A DM can control -all- parameters of an encounter outside the characters themselves.</p><p></p><p>For example, let's say you have a solo that is immune to poison. A trap in the room that the solo can prime on a deadman's switch (or magic equivalent) that poisons the party so long as they ignore the trap can make them rethink their tactics. -Especially- if you have a way for the party to learn this.</p><p></p><p>If it's a dracolich, you can go one further and have it in heaps of carrion that carries nasty diseases the party can catch if they step in the wrong spots... Heal or Perception checks to give the party the information that will protect them.</p><p></p><p>Terrasque? Burrow, Burrow, Burrow! Put it in a city that has is being destroyed by this beast, with the party fighting it amongst buildings that are -literally- crashing down around them, and a beast that can simply go into the ground and come up wherever it damn well pleases. </p><p></p><p>It doesn't even have to be intellegent to use 'tactics' that come naturally to it! </p><p></p><p>Just remember, no party can have every power in the game. So you -always- have access to a counter to them, they -always- have an achilles heel. It doesn't have to be a monster, it can be a situation they have trouble circumventing. Their nemesis SHOULD exploit that.</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4774548, member: 71571"] Well that doesn't rule out terrain and traps, does it? In other words, if this guy is your BBEG, then have the party fight it on -its- element. As for status effects, +5 to saves goes a long way (excepting orbizards.) But this is where you, as a DM, have to do your job. You make encounters to challenge your players--so if you have a party that, for example, can stunlock a guy, then you give them an item with a daily that allows them to break a stunlock. 'But it doesn't exist in the blah blah Player's Book of blah' is an irrelevent argument. A DM can control -all- parameters of an encounter outside the characters themselves. For example, let's say you have a solo that is immune to poison. A trap in the room that the solo can prime on a deadman's switch (or magic equivalent) that poisons the party so long as they ignore the trap can make them rethink their tactics. -Especially- if you have a way for the party to learn this. If it's a dracolich, you can go one further and have it in heaps of carrion that carries nasty diseases the party can catch if they step in the wrong spots... Heal or Perception checks to give the party the information that will protect them. Terrasque? Burrow, Burrow, Burrow! Put it in a city that has is being destroyed by this beast, with the party fighting it amongst buildings that are -literally- crashing down around them, and a beast that can simply go into the ground and come up wherever it damn well pleases. It doesn't even have to be intellegent to use 'tactics' that come naturally to it! Just remember, no party can have every power in the game. So you -always- have access to a counter to them, they -always- have an achilles heel. It doesn't have to be a monster, it can be a situation they have trouble circumventing. Their nemesis SHOULD exploit that. [/QUOTE]
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