Tuesday, June 28, 2011

Staying on One's Guard

It just occurred to me that, in addition to your standard "Spend actions to make perception checks" when you suspect something is up, wouldn't it be prudent to be persistently using the Total Defense action? With a defensive weapon, you're actually very resilient to surprise attacks.

Not sure why I haven't thought of that before.

Monday, June 20, 2011

Solos: Hecatoncheires (Test Build)

I don't have any campaigns going on at the moment, but I was toying around with some various concepts. Here's the Hecatoncheires I was working out.

Level 31 Solo Skirmisher
XP 115,000
HP 1290; Bloodied 645
AC 47; Fortitude 43; Reflex 42; Will 41
Speed 10
Saving Throws +5; Action Points 2
Initiative +27
Perception +22

Fifty Heads, a Hundred Swords
The Hecatoncheires acts on its initiative and on an initiative count of its initiative +10, and regains the usage of its Immediate Action whenever it takes a turn. If the Hecatoncheires is stunned or dominated at the end of its turn, that effect ends.
A Hundred Mistakes
Whenever the Hecatoncheires fails to hit with any attacks while using Scimitar Barrage, any effects currently present on the Hecatoncheires end.
Infinite Actions
The Hecatoncheires has Threatening Reach, and can take an unlimited number of opportunity actions each turn. The Hecatoncheires is still limited to one opportunity action per trigger.
Ignore the Challenge
Whenever the Hecatoncheires attacks a creature that has marked it, that mark immediately ends.
Standard Actions
m Scimitar • At-Will
Attack: Melee 3; +36 vs. AC
Hit: 2d10 damage (Crit: 3d10+20), and the target suffers ongoing 10 damage (save ends).
M Scimitar Barrage • At-Will
Target: One adjacent creature
Effect: The Hecatoncheires makes five Scimitar attacks against the target. If the target is suffering from ongoing damage and all five attacks hit, the target's ongoing damage doubles.
Scimitar Dance • At-Will
Requirements: The Hecatoncheires must be bloodied.
Effect: The Hecatoncheires moves its speed. During this movement, it does not provoke attacks of opportunity and can enter enemy spaces. The Hecatoncheires makes a Scimitar Barrage attack against any enemy whose space it enters.
Minor Actions
Rage of the Chained One • At-Will 1/round
Requirements: The Hecatoncheires must not have attacked this turn.
Effect: The Hecatoncheires gains a cumulative +10 damage to its next usage of Scimitar Barrage. The Hecatoncheires cannot attack before the end of this turn.
Triggered Actions
M Blade Ward • At-Will
Trigger: An enemy makes a melee or ranged weapon attack against the Hecatoncheires.
Attack (Immediate Interrupt): Melee 3 (The triggering creature); +36 vs. AC
Hit: 2d10 + 0 damage and the Hecatoncheires gains a +4 bonus to defenses against the triggering attack.

This solo monster doesn't have a dedicated cleanser power that it can use on its own, but has some various ways to counter immobilization and restraining effects. Most notably, any attack penalty effects can result in the triggering of it's cleanser power, so there's a trade-off in applying them.

Wednesday, June 8, 2011

Trials and Tribulations of a Leaderless Game

So, last night-that would be Monday evening, I suppose, though it's somewhat seeing as how I pen this in the wee hours of the morning-I took part in the game wherein I am a player. We were faced with a Long Fight in a pokemon stylized battle. But the significant element of the battle was that, like the battle before, we were without a leader. That is, our healing consisted of a single potion of vitality (each), Second Wind, and whatever other personal heals we had availible (which to the best of my knowledge was "none.")

Frankly, it was awesome-part of the reason we were able to win (sort of: technically we had to stop mid-fight since the DM had to head to bed, but it's clear that we're going to nuke the enemy before it acts again) is because of ridiculous terrain features (and myself, the overpowered this-should-seriously-be-nerfed-but-no-not-really-because-I-don't-want-to-suck forced movement user). The other half is probably due to the Monty Haul style of treasure usage for the campaign.

Sadly, we didn't make it out unscathed-the party avenger bit the dust when in phase three, a plant based pokemon (I told you it was a pokemon stylized battle didn't I?) used a really nasty "Unconscious (Save Ends)" attack. With all the Coup De Graces going on, there was really nothing we could do to save her. Not sure we could have had we had a leader though.

My thoughts on the matter are that, you can really quite wildly reduce the overall difficulty level of monsters just by removing healing from the game-or rather, severely limiting it. It creates such a tremendously different play experience, which can be refreshing if you've gotten tired of the "Defender drops to 0, healer drops a Healing Word" style of play. But the flip side is, everything is suddenly a lot more lethal, making the game ultimately more swingy.

Kind of reminds me of 3rd edition.