Monday, September 15, 2008

Solo monsters

Last night the party faced its first solo monster, and I have to say that it fits the bill nicely.

Without giving anything away, in case readers are adventuring through the same quest as we are, this solo encounter also made good use of terrain, one of the directions that 4e is putting more attention to. I think the creature's early attacks let the party know quite quickly that this wasn't a trivial encounter, and the action points and daily powers got spent a little more freely. Additionally, the "benefit" of fighting a solo monster is that you're pretty sure that ANY time is the right time to use your encounter powers.

The party survived, though we had one member drop unconscious, and even with the complication of the terrain, I think the battle played out well. I also think that this was the most cohesive battle this party has executed, though again that might have been because there was only one target for everyone to concentrate on.

The party has just hit level three with this encounter, so we've certainly not done 4e full justice yet, but I'll admit that with each session, there's that one little thing that 4e does right that gets noticed. That's not to say that there aren't some 4e things that still irritate us, but as we play through, into higher levels, some of the design decisions we may have questioned or failed to comprehend are becoming clearer. Specifically, how to use powers to turn a creature into a Solo foe was revealed -- well, to the DM, anyway.

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