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Originally Posted by Mesh Hong I have never used the official monster creation tools, do you have to be a DDI subscriber to access them? |
Yes. Do you know a subscriber who has a "spare" update. You're allowed 5 updates on your one account (I have the builder on two desktops and a laptop already).
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| Aboleth Slave GathererI would be expecting a base of 19 in its stats, you seem to have a lot of 22’s, a creature usually gets a +3 to its primary stat this creature seems to have 4 primary stats. |
I gave it Str VH, Con H, Dex L, Int VH, Wis VH and Cha H. Key: VH = +6, H = +3 and L = -3. For its defences, I gave it AC H, Fortitude H, Reflex L and Will H. I've dropped the AC and Fortitude back to average based on your feedback (you're right).
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| note: there are a couple of different approaches to creature design, some use the creatures stats to work out there defences, some ignore the stats and use the expected defences as a guide. Over time I have developed an approach that incorporates both. |
I'm sure with some playtesting I will refine my approach. These are very much first cut which is why I am so grateful for the feedback.
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Dominate No problems here, I would maybe write the effect in such a way as to point out that the target is no longer dazed but is instead dominated (save ends) |
Good point. I've fixed that.
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| It was at this point (when I checked) that the creature is just a downgraded version of the Aboleth Overseer in the MM1 |
My aim with the aboleth, in due course, is to come close to the 3.5E and earlier versions (and lower level). In other words, I will work in a transforming attack at some point based off the way petrification works.
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| Phantom Chasm is new, and I think it looks fine. |
In some ways that's a placeholder while I think about how its illusion powers will work (I'm still addicted, in a sense, to the aboleth of the earlier editions).
One point I would make in general is be careful of recharge 6 powers. (snip some good advice)
Yes, those are some good arguments. I'll go back through the monsters and see which ones should change (although I do like brutes to be really "swingy").
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| AhuizotlI am very confused how the Monster Maker is calculating the creatures Defences. So much so that I don’t know if I can comment on them I get them to be: |
I've attached the base numbers on the other thread but I think you will find that I've selected H or L adjustments as explained above (and generally tried to balance a H with a L unless a solo etc...).
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| I like this creature a lot I think it will work well as a lurker, I don’t think I would use more than 2 in any one encounter though. One thing to bear in mind when running this creature would be that it is a one shot creature, it has one chance to do its thing and if that fails it hasn’t got anything unusual to do. There is nothing wrong with this on a standard creature, in fact it fits with lurkers who will wait until the perfect opportunity before pouncing. |
Actually... that was exactly the way I was thinking it would work. If it succeeds it's a happy camper; if not, it goes back below the water to wait for the next opportunity.
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| I find Eye Strike a bit confusing as this would imply that the creature is biting a persons face and eyes when it has combat advantage, there is nothing really wrong with it, its just strange to imagine. |
I thought about that too. I rather liked the tail being the only attack that could blind but I wanted combat advantage to mean something in that it is a lurker. I should run a few encounters with it. The
3E version could blind with both attacks and I think that's what changed my mind.
Banite Recruit AC 20 seems incredibly high for a level 1 minion.
Its AC is H (so +3). I thought about this but it will be encounter when the party are 3rd- or 4th- level and I like the higher AC to represent the soldier hanging on grimly... and then he is dropped. I'm probably wrong (the simulationist triumphing over the gamist?

).
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| I would expect AC 17 Fortitude 14 for this creature. |
And I think you're right... except I selected H (and L for Reflex,
IIRC).
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| Banite StalwartAgain I would expect AC 18 for this creature, |
Ditto.
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| Banite Sternhelm Again I would expect AC 20 for this creature. I would also have given this minion an immediate reaction to being missed by a melee attack. |
Ditto on the AC. Love the immediate reaction! I'll call it, "You're new at this, aren't you?"
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Banite Swordhar Here we go this is obviously what you have been building up to with your minions. (snip) Hold Your Guts In! A powerful aura but it should work fine. (I have used minions with a similar power and it is amazing how many times they can actually make that save, I had some minions that out lasted equal level brutes) |
A swordhar is the equivalent of a sergeant in the pre-Spellplague Zhentarim. I really like the idea of the old sergeant holding the minions together with cries of "Hold your guts in" and "It's only a flesh wound!". I'm really looking forward to seeing it in play.
The officers have such uncouth leader powers.
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Leg Breaking Kick This is a good power, I would add 1/round to limit its use. |
Yes, I agree. I only worked out how to include "minor, 1/round" about 15 monsters after this one. As a design decision, I'm beginning to like minor action attacks more and more for solos and even elites.
IMO, it's a perfect way to describe a dragon's claw attack.
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| For the Black LordI would be wary of the recharge 6. Also I am not sure about the regain 5 HPs when I would assume he will be surrounded by minions who have 1 HP. If this creature is going to be used with other standard creatures regaining 5 HPs is fairly trivial, I would make it at least 10 HPs. |
Actually, those are really good points. I was tempted to give temporary hit points but they complicate minions unnecessarily. Maybe I'll give out attack and/or damage bonuses instead and let the officers provide the healing.
Thanks so much for taking the time to provide detailed feedback.