Converting original D&D and Mystara monsters - Page 111
  1. #1101
    Quote Originally Posted by freyar View Post
    Hmmm, before we start with the resonance (that is going to be tricky...), I just realized something. In the original text, both ovinaurs and caprines "have access to second level Goat Magic cast at half their experience level (rounded down)." Shouldn't that mean that they just get through protection from evil and not empowerment or discerp (comparing to the original goatling)?
    Well if we strictly followed the original progression they'd both only have detect magic, since they'd need to be 4th level for the protection from evil.

    Anyhow, I'm OK giving the basic 3 HD ovinaur and caprine the empowerment/discerp abilities. Even in the original Empowerment is a supernatural "innate ability" rather than a "spell", so I feel we're OK keeping it separate.

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    The way we have it, 1-5 HD goatfolk have detect magic and protection from evil. I think I'd limit the SLAs just to those, though I'm ok with leaving empowerment and discerp. On the other hand, the original text mentions empowerment of resonance, so maybe we can just leave the whole thing in, I don't know.

    I like the basic set up of resonance that you have, but I don't understand how the daily limits work. What if we just set the max number of notes as in your red text and then have them expire each day or something?

  3. #1103
    Quote Originally Posted by freyar View Post
    The way we have it, 1-5 HD goatfolk have detect magic and protection from evil. I think I'd limit the SLAs just to those, though I'm ok with leaving empowerment and discerp. On the other hand, the original text mentions empowerment of resonance, so maybe we can just leave the whole thing in, I don't know.
    I favour giving all caprines empowerment and discerp.

    Quote Originally Posted by freyar View Post
    I like the basic set up of resonance that you have, but I don't understand how the daily limits work. What if we just set the max number of notes as in your red text and then have them expire each day or something?
    That's OK, I don't think the original text is terribly understandable on that point either.

    Anyhow, it's getting late so I'm calling it a night.

    Hopefully I'll whip up a clearer version of the usage limit on another day.

  4. #1104
    Okay, let's make sure we agree on how we want resonance notes to work before figuring out the description.

    The relevant passage from Goatmen of Kavaja is:

    The total accumulated resonance determines what abilities are available to a caprine. Only one day's worth of resonance can be accumulated at any time. Abilities can only be used once and require the use of a caprine's flute or other chosen instrument. Unused abilities remain available until the caprine begins a new day's work (frolicking, playing music, etc), which resets the process. What day to accumulate resonance remains at the player's discretion. Unspent abilities cannot be saved for later use when the caprine starts accumulating new harmonics. The powers described below cannot be empowered unless indicated otherwise. Some require a caprine to play music for more than a round. If it sustains from an attack. The caprine's music is interrupted and its effect ends.

    So the original version breaks down to the following points.

    a) The caprine starts accumulating resonance over a day (using the "striking a resonance" activities we have loosely agreed on). As soon as it begins this process the caprine loses any previous resonance accumulation it has.
    b) The caprine's accumulated resonance score remains until it starts another day's accumulation.
    c) The number of resonance notes a caprine has accumulated determines what resonance abilities it can use.
    d) Once a caprine has used a resonance ability, it cannot use the ability again until it has accumulated a new day's worth of resonance.

    I'd be happy using the above modified with the addition of a level-and-ability based cap on the maximum amount of resonance it can accumulate.

    Speaking of which, I'm thinking the "Charisma and Constitution scores plus 10 times its hit dice" limit might be a little to high, since it means an average Caprine has a resonance limit of 55 (i.e. "killer cheese & vitalize"). It only needs to be about 7th level to max out at 100 resonance and gain its Sound of Death ability.

    Maybe make it "Charisma and Constitution scores plus 5 times its hit dice" for a 40 resonance cap for an average Caprine or " 5 times its hit dice plus either its Charisma or Constitution score (whichever is higher)" for a 28 cap? Either would give "mask & summon fairy folk" as an average caprine's peak power, and require the Caprine to be roughly 14th to 17th level to use Sound of Death.

    That seems better. I prefer the "Charisma or Constitution" version since it means a caprine needs a few class levels to gain the 41+ resonance it needs to make Killer Cheese. The "Charisma and Constitution" version just needs slightly above-average stats to use that ability. It depends how cheesy we want them to be!

    Actually, reading the resonance ability descriptions again a lot of them aren't that powerful. Sound of Death only does 10% of enemy's hit points per round. It's no-save and only affects enemies, which are both useful, but taking a whole 10 rounds to kill the enemy means the caprine's only likely to finish if it's being protected by allies until it finishes playing.

    I'd be inclined to make it nastier than that. The previous resonance rank's March to War is roughly equivalent to the spell shadow walk, which is a 6th-level spell (for Wizards/Sorcerers, it's 5th-level for Bards).

    Therefore Sound of War ought to be at least as nasty as circle of death, which is the same level as shadow walk. As written it's not really any more effective than a wall of fire.

    Maybe have it potentially kill in two or three rounds instead of ten?

    Anyhow, we can leave worrying about that until later.

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