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Switch to Forum Live View Why must everything balance?
1 year ago  ::  May 10, 2012 - 8:14AM #501
autolycus
Date Joined: Oct 8, 2010
Posts: 233

May 10, 2012 -- 8:03AM, Garthanos wrote:

Stormbringer had a rule that was very interesting it was a  Riposte rule. In D&D terms you might translate it to.. a failed enemy attack triggering an extra attack or retaliatory damage (if you wanted to avoid extra rolls).

If it was a broadly used rule but required high skill so I guess not so generic) but skilled enemies being ganged up on get in some extra licks this kind of rule could avoid needing special rules for solos.




Stormbringer was a fun game. I was also quite partial to Pendragon.

This is much like a triggered (immediate response) action. And I think you have a really good example of how to use it if the party faces a swordmaster. I can see a pirate, monk, knight...any number of classical arms experts with a power like this. Perhaps the knight does a shield bash on anyone who misses in a melee attack while the pirate would do a classic riposte. I also like your idea of fixed damage for triggered actions. It would really keep a triggered action from slowing the flow of combat.

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1 year ago  ::  May 10, 2012 - 8:17AM #502
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

May 10, 2012 -- 8:03AM, Garthanos wrote:

May 10, 2012 -- 6:09AM, autolycus wrote:

A solo creature faces some unique conditions. So it helps to give it unique rules.

  • First, the party will get 5(ish) actions per round. The solo needs to be given some way to accomplish more than one thing per round or he will be actioned to death. 


This can be handled by giving the solo multiple initiative points, acting in each. It can also be done by giving the solo an array of triggered actions so that each character might "give" an action to the solo when they attack.


 

Stormbringer had a rule that was very interesting it was a  Riposte rule. In D&D terms you might translate it to.. a failed enemy attack triggering an extra attack or retaliatory damage (if you wanted to avoid extra rolls).

If it was a broadly used rule but required high skill so I guess not so generic) but skilled enemies being ganged up on get in some extra licks this kind of rule could avoid needing special rules for solos.



Well, there are certainly lots of solos (and elites too, even a few standards) that have this kind of thing in 4e. It is not a bad mechanic, but its main purpose is to force the PCs to use different tactics (IE if the solo hits back on a failed melee attack you might want to avoid melee attacking it unless you have a really high bonus and use ranged attacks etc preferentially, or use reach weapons, etc).

You DO still need 'condition shedding/avoidance' mechanics though. Stun locked solos are after all worthless and can't use reactions. Of course the exact timing of those mechanics can allow you to create openings for your melee guys (solo is stunned until at least the start of its next initiative gives you a window, etc).

I have to admit, making really good solos is kind of a black art and usually means you have to tune them to the party they're going to face. I've made some really good ones, but it isn't hard to end up with a bad one either. It is kind of an 'advanced' skill. Hopefully 5e solos (whatever that means) will be better tested right off so DMs aren't stuck trying to figure out which ones are usable.

That is not dead which may eternal lie
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1 year ago  ::  May 10, 2012 - 8:35AM #503
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064

May 10, 2012 -- 6:44AM, autolycus wrote:

May 10, 2012 -- 6:27AM, TheMormegil wrote:

Yeah. Now we just need to figure out a good way to build in the system rules for having those kind of boss fights. Of course, DM fiat works well in every edition, but is there a way to provide rules or guidelines that contribute in the creation of that type of fight?




Check out the Angry DM. His site has one idea that worked well for me when I tried it. With this method, a boss monster has 3 "stages". Each stage has 1/3 of the original monster's hit points. Each stage acts differently in a tactical sense. For example, I ran the boss Sinruth - from Rivenroar - with these rules. His first stage had him fighting in a fairly normal manner as he didn't take the threat of the PCs seriously. Once he realized he was facing a real threat, he moved on to being "serious"...throwing AoE, trip attacks, and even had a minor action to do more damage to prone characters (synergized with his trip). Once he was again reduced to zero HP his final stage threw away all the weapons and engaged in brute hand to hand - holds, punches, using grabbed characters as a shield.

Each stage is a separate 'creature'. I even used 3 different miniatures. It also serves to "clear the baffles" for statuses. When you remove one mini and place the next, all statuses (ongoing damage, prone, etc.) are removed. There's also a trigger that is kicked off for each stage when it hits zero HP. Lots of places to play around and put in memorable moments!

When played right, it doesn't have to feel like playing a video game boss (unless that's what you shoot for). Instead it is a whole story told within the confines of a single battle.

There's another system called the "worldbreaker" (found on the At-Will blog) that I'm going to try as well. In this one, solo monsters have the ability (usually triggered) to change the rules of the world in their immediate area for limited times. This creates a new tactical situation which the characters must react to.

I'm sure there are other ways do do all of this. Though I must admit I feel they got the Beholder right in the base rules. Find inspiration out there and try it on your players. I bet they will enjoy it for the change of pace if nothing else.




These seem like awesome systems. Piecework creatures look great too.

In general, it seems the key is to find a way to handle the hps differently. Stages, pieces... all those things interact with the way a solo takes damage (and conditions). That seems to be the key point to designing a Solo monster.

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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.


Ideas for 5E
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1 year ago  ::  May 10, 2012 - 11:52AM #504
DoctorBadWolf
Date Joined: Aug 5, 2008
Posts: 6,743

May 9, 2012 -- 7:34PM, EnglishLanguage wrote:

May 9, 2012 -- 5:26PM, sleypy wrote:

May 9, 2012 -- 4:47PM, EnglishLanguage wrote:

*remembers one DM I had who's idea of "challenge" was "Have the party fight 2 Level+5 Solos, then 4 Level 5+Solos, then a Level+6 Solo with no breaks in between*


*shudders* Worst part about that is we still won, and the DM RFED'd us.  




Depending on what level you are that doesn't sound to unreasonable. You pretty much had your daily affects for all those encounters. Depending on the group make up that could go from challenging to cake walk.




Spoilered for length and lack of topicality to the topic itself. 

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It was actually split up into two encounters. The first one had the 2 Level+5 solos and assorted Level+5 Standards, though hilarity ensued when the DM realized half the party had hilarious resistance against fire attacks(this was a level 21 one-shot, one Tiefling, two of us had Exalted Angel), so he throws in a random Elite that has an aura 10 that sets all of the party's fire resistance to 0. That fight wasn't too bad. The second was waaay worse.

6 man party, split us into 2 teams of three with an impassable barrier seperating us(we even made multiple checks and determined literally nothing aside from divine intervention could possibly get anythign through it, keep this in mind for later). He then set the same elite into the field, except it couldn't target or be targeted by anything and it's aura 10 expanded to aura infinite. Each team had to fight 2 Level+5 Solos(one dragon per side) and about 5 Level+4-5 Standards that immediatly self-destructed(damaging us) and respawning as soon as we dealt any damage to them and did heavy enough famage to bloody most of our party and take one guy down to negative HP. This guy was on the other side of the barrier than I was.

Then a Solo from our side was up on turn, ran over and threw about a gallon of lava at the guy on the other side of the barrier....yeah. The way he worded it, he pretty much said it only worked because the solo lobbed the lava OVER the barrier, but then told us it was impossible to fly over it because it stretched to the cieling, and only attacks with the Hurl keyword can pass it......yeah.

Once we finally won that fight, he throws an Evil Level+6 Phoenix at us with defenses high enough our Bard couldn't hit his Will on a roll of 19(which almost caused ur Bard to ragequit) and had our DMPC run out on us, leaving us with 4 characters left. This was still considered the same encounter of the last bit though. We scored about 5 crits on it at which point he has a Solo we killed earlier come back and instantly kill us with no save. 

To say our party was annoyed was an understatement





lol I had a DM make a monster we could only hit on 17s or so once. I faked extreme hunger, called for a food break once the fight was done, and had a good chat with him about the difference between real challenge and fake challenge.

He hasn't done it again. Instead, damage increases, defenses go up, but not astronomically, cool effects are added, etc.

Anyway, what was your DM's problem? Why did he do that?



More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.



Mar 8, 2012 -- 1:58PM, Skeptical_Clown wrote:

  I could say anything in D&D is silly though, because it's a silly game and we are silly people.

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1 year ago  ::  May 10, 2012 - 12:15PM #505
Leichenreiter
Date Joined: Dec 3, 2007
Posts: 5,851

May 10, 2012 -- 11:52AM, DoctorBadWolf wrote:

Anyway, what was your DM's problem? Why did he do that?




Without the intention of putting words in anyone's mouth, this - to me - looks a lot like the following:
"Rawr I am the mighty DM, fear me for I am all-powerful and shall destroy you with my extreme skills! What you defeated the monster that should have killed you? HAVE SOME MORE! You beat them too? STILL MOAAAR! YOU BEAT THAT TOO? YOU ALL DIE!"


Also known as Revenge / Power Fantasies.


Again, just my interpretation of the story.

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1 year ago  ::  May 10, 2012 - 1:07PM #506
EnglishLanguage
Date Joined: May 19, 2011
Posts: 4,952
I have no idea. Aside from those two fights, he was a pretty cool person and player. Just when he's a DM...man...
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1 year ago  ::  May 10, 2012 - 1:14PM #507
Leichenreiter
Date Joined: Dec 3, 2007
Posts: 5,851
Some people can get on a power-trip quite easily. Not saying that's exactly what happened, but - again - my best guess.
If you have questions about 4th Edition - don't hesitate to ask me via PMs.

Join the Community Monster Manual Group and help to collect a mass of monsters which will make your life as DM easier, and your life as Player pure hell!

I am a cartographer. You can find some of my maps in my profile, free for non-commercial use. Also, if you happen to like maps or make them yourselves, join into the Cartographers Group!
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1 year ago  ::  May 10, 2012 - 1:17PM #508
DoctorBadWolf
Date Joined: Aug 5, 2008
Posts: 6,743
Sounds about right.

More sex and gender equality and racial equality shouldn't even be an argument--it should simply be an assumption for any RPG that wants to stay relevant in the 21st century.



Mar 8, 2012 -- 1:58PM, Skeptical_Clown wrote:

  I could say anything in D&D is silly though, because it's a silly game and we are silly people.

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1 year ago  ::  May 10, 2012 - 1:23PM #509
Salla
Date Joined: Apr 3, 2003
Posts: 23,524

May 10, 2012 -- 12:15PM, Leichenreiter wrote:

May 10, 2012 -- 11:52AM, DoctorBadWolf wrote:

Anyway, what was your DM's problem? Why did he do that?




Without the intention of putting words in anyone's mouth, this - to me - looks a lot like the following:
"Rawr I am the mighty DM, fear me for I am all-powerful and shall destroy you with my extreme skills! What you defeated the monster that should have killed you? HAVE SOME MORE! You beat them too? STILL MOAAAR! YOU BEAT THAT TOO? YOU ALL DIE!"


Also known as Revenge / Power Fantasies.


Again, just my interpretation of the story.




With great power comes great douchebaggery.

Another day, another three or four entries to my Ignore List.
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1 year ago  ::  May 10, 2012 - 1:27PM #510
rampant
Date Joined: Oct 26, 2004
Posts: 7,988
A large part of a player's combat paradigm is 'kill the other guy' when a player makes the jump to DM they sometimes have issues letting go of this concept as a measure for whether or not they are doing combat right.
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