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<blockquote data-quote="Graf" data-source="post: 1348339" data-attributes="member: 3087"><p>Shockingly late responce, I know. Having taken a break from D&D for a while the sudden and unexpected arrival of my author's copies pulled me back to check the boards and reviews.</p><p></p><p>I was the Dark Trumvirate and what became the Intercessor, Robed Pacifier.</p><p>Have to admit I was pretty pleased that they kept the over-the-top-cheezy text I wrote for the DT basically word for word.</p><p>(yeah, I found writing about good and evil its kind of hard to avoid being over-the-top. I sat there laughing at what it sounded like but I really wouldn't change a thing. I think D&D does well with some of that.)</p><p></p><p>Two things were siginficantly different for the Robed Pacifiers (not really sure why, though it makes them more combat-D&D-style monsters I suppose)</p><p>1. aura originally was a Santuary like effect that protected EVERYBODY within the aura (and it had a big radius). I liked the idea that Order was inforced magically and if a riot broke out somewhere suddenly a pacifier would appear overhead and there was Order. Just having them hover over central places (and people pass through the aura and feel the compulsion every day) would send a strong message about want was acceptable and what was unacceptable.</p><p>Now they just have santuary cast on them? Why bother with keeping the power... just say: Spell like ability (always active) and use the paragraph for something else....</p><p>(Answer: The power is just another not-so-special monster power now, you can plunk the creature into any dungeon and go....)</p><p></p><p>2. The monk hand to hand combat powers were weird.... if they're always carrying lamps when do they fight emptyhanded? Why monk powers... the Pacifiers aren't connected to monks in any way? If the monster isn't a combat creature, and it always avoids melee combat (and it has lots of at will spell like abilities that are perfectly useful in combat) why give it lots of monk hand to hand attacks?</p><p>(The answer probably is.... because it's D&D. But they should have turned the indestrucable lanterns into weapons or something then.)</p><p>At first I thought it was an intercessor thing but the other intercessor doesn't have any monk abilities.</p><p>(originally the did have a touch attack that was 1d10 subdual but I didn't bother to do anything else except note it in the attack line)</p><p></p><p>Still I'm glad they were included. I liked a couple of the other monsters a bit.... The remembrances, spontanious golems. The Sharkfolk and the Soulless have good pictures. After looking at the boards I double checked a few and was impressed (especially the dark pheonix and the Herald of Ossall's gaze attack).</p><p></p><p>I didn't think I liked a lot of the monsters in the CC2 when it came out but after running a game I got very attached a lot of them. I expect it would be similar for 3.</p></blockquote><p></p>
[QUOTE="Graf, post: 1348339, member: 3087"] Shockingly late responce, I know. Having taken a break from D&D for a while the sudden and unexpected arrival of my author's copies pulled me back to check the boards and reviews. I was the Dark Trumvirate and what became the Intercessor, Robed Pacifier. Have to admit I was pretty pleased that they kept the over-the-top-cheezy text I wrote for the DT basically word for word. (yeah, I found writing about good and evil its kind of hard to avoid being over-the-top. I sat there laughing at what it sounded like but I really wouldn't change a thing. I think D&D does well with some of that.) Two things were siginficantly different for the Robed Pacifiers (not really sure why, though it makes them more combat-D&D-style monsters I suppose) 1. aura originally was a Santuary like effect that protected EVERYBODY within the aura (and it had a big radius). I liked the idea that Order was inforced magically and if a riot broke out somewhere suddenly a pacifier would appear overhead and there was Order. Just having them hover over central places (and people pass through the aura and feel the compulsion every day) would send a strong message about want was acceptable and what was unacceptable. Now they just have santuary cast on them? Why bother with keeping the power... just say: Spell like ability (always active) and use the paragraph for something else.... (Answer: The power is just another not-so-special monster power now, you can plunk the creature into any dungeon and go....) 2. The monk hand to hand combat powers were weird.... if they're always carrying lamps when do they fight emptyhanded? Why monk powers... the Pacifiers aren't connected to monks in any way? If the monster isn't a combat creature, and it always avoids melee combat (and it has lots of at will spell like abilities that are perfectly useful in combat) why give it lots of monk hand to hand attacks? (The answer probably is.... because it's D&D. But they should have turned the indestrucable lanterns into weapons or something then.) At first I thought it was an intercessor thing but the other intercessor doesn't have any monk abilities. (originally the did have a touch attack that was 1d10 subdual but I didn't bother to do anything else except note it in the attack line) Still I'm glad they were included. I liked a couple of the other monsters a bit.... The remembrances, spontanious golems. The Sharkfolk and the Soulless have good pictures. After looking at the boards I double checked a few and was impressed (especially the dark pheonix and the Herald of Ossall's gaze attack). I didn't think I liked a lot of the monsters in the CC2 when it came out but after running a game I got very attached a lot of them. I expect it would be similar for 3. [/QUOTE]
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