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    Ettin in the Playground
     
    Another_Poet's Avatar

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    Default Solo Monsters - More Powerful than Ever! [PEACH]

    I have moved this thread to the Homebrew Forum. Please click here to see it.

    Sorry for putting it in the wrong place the first time.
    Last edited by Another_Poet; 2009-04-23 at 01:03 PM. Reason: wrong forum
    I just published my first novella, Lúnasa Days, a modern fantasy with a subtle, uncertain magic.

    You can grab it on Kindle or paperback.

    Proud to GM two Warhammer Adventures:


    Plays as Ulrich, Student of Law

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    Firbolg in the Playground
     
    BlueWizardGirl

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    Default Re: Solo Monsters - More Powerful than Ever! [PEACH]

    I like this concept. This is essentially what a lot of console RPGs do with late-game bosses, giving them extra actions per turn. It does seem a bit verisimilitude-breaking, yes, but darn it, it's fun running single monsters and it stinks how easily they crumble under ordinary circumstances.
    Current Games:
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    GMing The Lotus Blossoms! [Exalted 3E] (OOC)
    Playing Waldaharjaz in The Convergence of Sky [Exalted 3E]
    Playing Rivers in Welcome to Thorns [Exalted 3E]

  3. - Top - End - #3
    Ettin in the Playground
     
    Another_Poet's Avatar

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    Default Re: Solo Monsters - More Powerful than Ever! [PEACH]

    Sweet. Glad to hear I'm not the only one who thinks it's a good fix :)

    Please note that I moved the thread though - link in first post.
    I just published my first novella, Lúnasa Days, a modern fantasy with a subtle, uncertain magic.

    You can grab it on Kindle or paperback.

    Proud to GM two Warhammer Adventures:


    Plays as Ulrich, Student of Law

  4. - Top - End - #4
    Barbarian in the Playground
     
    Tam_OConnor's Avatar

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    Default Re: Solo Monsters - More Powerful than Ever! [PEACH]

    I like it. I'm curious why you choose to have the itinerate turns at -7 instead of -5. Then again, I have 'taking 10 on initiative' rule, so it's easier to list 'Initiative 17/12/7.'

    I've been experimenting with something similar, but instead of being the somewhat artificial 'it's a solo monster' argument, I tied it to size. Tiny and Huge monsters get one itinerate turn at -5 initiative, Gargantuan and Diminutive at -5 and -10, Colossal and Fine at -5, -10 and -15. I figure that Dragons should be incredibly scary, but have a hard time justifying that evil wizard do something the PCs can't.

    I also have the rule that the creature can't take the same kind of action in itinerate turns as it took in previous ones. So the dragon uses a breath weapon, full attacks and casts a spell. The pixie mage casts a spell, moves and activates a staff. It keeps the playing field somewhat fairer: that dragon can't take three full attacks on the fighter. Which also balances it if it falls into PC hands.

    EDIT: Darn it, I'll follow you there.
    Last edited by Tam_OConnor; 2009-04-23 at 01:32 PM.

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