I've been doing some thinking on combat and how special characters relate to standard ones. In many systems they don't make a large enough distinction between the monsters tat come in packs to be threatening and the monster that comes by it'self and nearly kills the party. Of course FC makes this distinction rather easily. Special characters are, at least in theory, meant to be a solo or a solo + supports encounters.
As we all know, more often than not, solo monsters usually get eaten alive by the party. This is because there is one target for the party and 4-6 for the solo monster. The solo monster has restriction on his attacks and even with this superior stats, he will quickly fall to the party's frenzied attacks.
So, given the situation I have several questions. I certainly may have missed something and would appreciate you kind enlightenment.
1) When we consider Special NPC solo monster/rouge characters and are adding attacks - are NPCs allowed to use more than one natural attack per half action? For instance generic demon has a claw, gore, and bite attack. During his action does he make 3 separate attacks?
2) Is there a better way to give SNPC's more lasting power without inflating their stats? I can think of using abilities that paralyze members of the party to reduce damage out put, or adding plot qualities to an encounter that make the party focus on avoiding moving traps, other supporting monsters, etc.
3) When we consider NPC armor / damage reduction, where is the sweet spot? If an NPC has too little they die extremely fast. On the other hand, too much and NPC can become prohibitive to kill. Any advice?
Thank you for considering my questions. I'm about to start GM'ing my first FC campaign here next week