Raven Crowking
First Post
So, again he asks, do people have as much trouble with understanding elites and solos. Both of which are new to 4e?
I take exception to your word choice.

Accepting =/= understanding.
RC
So, again he asks, do people have as much trouble with understanding elites and solos. Both of which are new to 4e?
So, again he asks, do people have as much trouble with understanding elites and solos. Both of which are new to 4e?
I think the entire point that I have made several times is that a higher level fighter is supposed to be hitting a lot more often, thats how one measures actual improvement. The fact that the tougher monsters don't go down in one or two hits is a measure of thier skill and danger level.
If Joe the 1st level 1E AD&D fighter is fighting a normal orc in chainmail (AC5) with a STR bonus he scores a hit on a 13. If Joe hits the orc there is fair chance he can put it out of action.
Lets say that Joe is now facing a minotaur also in chain armor (AC5). His chances to hit the minotaur are the same as for the orc. How likely is Joe to win this fight?
Remember that AD&D core didn't feature crushing critical hits and high impact damage from weapon users (certain magical items in combination being the exception) so a high HP total worked like a combination of vitality and ablative defense.
A high level fighter hit a lot more often than not because he needed to in order to cut through the ablative defense of the things he was fighting. This is why lower level creatures were effectively minions to the high level fighter.
However, since monsters did not gain any bonuses to their hit points, all their HP came from straight hit dice. As JG Browning has repeatedly pointed out, hit points max out at about 100 for non-unique monsters. The poor minotaur, with his 6d8+6 hit points, should have 30 hit points. The fighter blows through that like tissue paper because he's hitting the majority of his attacks.
We agree. Using minions is a different style of play than prior editions, which was my basic point way back when in this thread when I said that 4e has moved towards a world that exits in relation to the PC approach unlike the players interact with a separate world approach of prior editions and then moved on to using minions as an example of my postulate.
Solos are a bit different. The basic concept of a solo seems to be that of a "boss" that has a mountain of hp just so that an entire party can nuke it for multiple rounds with the heavy guns and it keeps on ticking. This aspect is very MMO boss like with the entire party blowing thier big cooldown abilities trying to down the thing before it TPK's the group.
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That's half the equation. Simply put, 5 on 1 results in pretty much a dead monster if said monster is a "normal" or "elite" version and is unlucky to go last in the round.
The other half is the simple fact that the PCs have 5 actions to the monster's one (for a normal) and a properly designed solo needs to be able to "cheat" per se by being able to do more with its action compared to the PCs.
May I suggest that we keep mentions of MMOs out of this discussion? Boss monsters are hardly a MMO creation. The idea of a big, badass dude who can take on your whole group of heroes all by himself has been around forever.
Now, how you achieve the effect of such a "solo" boss is the problem. In a system that couples and maintains equal offensive and defensive capabilities, the boss monsters would either die very quickly or starts killing heroes with every blow. The 4e method of addressing this problem is to decouple offense and defense and give the boss much higher defensive capabilities than offensive capabilities. This isn't anything new. CRPGs, comic books, movies etc. all have "bosses" that can take much more than what they can deal out.