Dan Frank
2011-09-29, 01:33 AM
Hey all. I've lurked here for years but never had much reason to post. Just have a bit of a conundrum.
I'm DMing a Heroic tier game (almost 8th level currently) for non-optimized veteran players. They design their characters to be relatively powerful, and synergize well, but they don't really optimize per se. They do adapt very well to tactical situations, and they're very creative.
Okay, so one of the main quests they've been on is hunting a spy, and they are getting fairly close to their quarry. I've revisited the stats for the spy numerous times, but it's basically an enchanter/illusionist sort of controller.
I've read a lot of the stuff out there on solo design (boss mobs, stages, etc) but most of that I want to bust out for a more traditional boss monster they will face not terribly long after they catch the spy, and I don't want to overuse the Big Boss With Stages style. That said, I want the spy to be a challenge. He has several enthralled minions, so I may just run a straight Elite + Mobs fight. That's where he's at now... a customized Elite based loosely on the Half Elf Con Artist in MM2.
However, I sort of like the idea of the party overcoming his minions, him retreating, and them having to face him one last time, one-on-one... er, that is, one-on-five. Obviously, if I do that, he'd need to be a solo of some type.
So! We arrive at my main question. One mechanic I've been noodling is some sort of simulacrum/mirror image sort of ability, where he spawns three or four duplicates of himself. My current idea is to have the dupes be roughly minions (have 1 HP) and have a couple of attacks that are mechanically hard to distinguish from the spy's bread-and-butter at-wills. He would give himself away when he unleashes a special power they can't use, but I think I'll give him the ability to shift places with them, so whenever they figure out which one is him their victory is short-lived. And replenish them, so they don't simply nuke the area and clear out the dupes.
First of all, does this sound reasonable? I like this because it goes a long way towards solving the "solos only get one turn" problem, among other things.
If it seems viable, here is my main nitty gritty detail question: How much HP do I give the spy? Full Solo HP seems way too high, since they basically have a 1/4 chance of hitting the right guy any time they do a single target attack. Would Elite HP work? Less? More?
Thanks in advance!
I'm DMing a Heroic tier game (almost 8th level currently) for non-optimized veteran players. They design their characters to be relatively powerful, and synergize well, but they don't really optimize per se. They do adapt very well to tactical situations, and they're very creative.
Okay, so one of the main quests they've been on is hunting a spy, and they are getting fairly close to their quarry. I've revisited the stats for the spy numerous times, but it's basically an enchanter/illusionist sort of controller.
I've read a lot of the stuff out there on solo design (boss mobs, stages, etc) but most of that I want to bust out for a more traditional boss monster they will face not terribly long after they catch the spy, and I don't want to overuse the Big Boss With Stages style. That said, I want the spy to be a challenge. He has several enthralled minions, so I may just run a straight Elite + Mobs fight. That's where he's at now... a customized Elite based loosely on the Half Elf Con Artist in MM2.
However, I sort of like the idea of the party overcoming his minions, him retreating, and them having to face him one last time, one-on-one... er, that is, one-on-five. Obviously, if I do that, he'd need to be a solo of some type.
So! We arrive at my main question. One mechanic I've been noodling is some sort of simulacrum/mirror image sort of ability, where he spawns three or four duplicates of himself. My current idea is to have the dupes be roughly minions (have 1 HP) and have a couple of attacks that are mechanically hard to distinguish from the spy's bread-and-butter at-wills. He would give himself away when he unleashes a special power they can't use, but I think I'll give him the ability to shift places with them, so whenever they figure out which one is him their victory is short-lived. And replenish them, so they don't simply nuke the area and clear out the dupes.
First of all, does this sound reasonable? I like this because it goes a long way towards solving the "solos only get one turn" problem, among other things.
If it seems viable, here is my main nitty gritty detail question: How much HP do I give the spy? Full Solo HP seems way too high, since they basically have a 1/4 chance of hitting the right guy any time they do a single target attack. Would Elite HP work? Less? More?
Thanks in advance!