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<blockquote data-quote="Boarstorm" data-source="post: 4283195" data-attributes="member: 63913"><p>That's quite interesting, Keterys. </p><p></p><p>I really like how you made it a race against destroying the heads versus being patient and chipping away at the bag of HP.</p><p></p><p>It really makes me want to know what they cut from the hydra at the last minute. This kind of thing should have been in the core writeup, in my opinion.</p><p></p><p>A couple questions and comments, if you'll indulge me:</p><p></p><p>1) So essentially all daze/dominate/stun do is prevent it from spitting poison? Could the hydra swap its move action for a minor action, if it so desired while under the effect of one of those conditions? I would think so, but the way that ability is worded is a little confusing ("loses its minor action" as opposed to "loses a minor action").</p><p></p><p>2) Applying fire/acid to the stumps is a pretty tried-and-true fantasy trope when dealing with hydras, while crits are not. What made you decide to go that route for ensuring the heads stay chopped?</p><p></p><p>2a) How do you feel about crits chopping off heads instead of a set HP value? It could potentially make a critical hit feel more rewarding for the players. Downside: it could lead to some wonky results ("My arrow cut a head off?"). Not that the same exact argument couldn't be made for HP-depletion either, of course.</p><p></p><p>3) Hydra Fury as the sole source of "multi-headed goodness" -- I would consider adding a minimum number of heads that you can use this power with. A single head making a close burst attack makes me picture the business end of a weed wacker. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> The gain in complexity may not be worth the effort, however.</p></blockquote><p></p>
[QUOTE="Boarstorm, post: 4283195, member: 63913"] That's quite interesting, Keterys. I really like how you made it a race against destroying the heads versus being patient and chipping away at the bag of HP. It really makes me want to know what they cut from the hydra at the last minute. This kind of thing should have been in the core writeup, in my opinion. A couple questions and comments, if you'll indulge me: 1) So essentially all daze/dominate/stun do is prevent it from spitting poison? Could the hydra swap its move action for a minor action, if it so desired while under the effect of one of those conditions? I would think so, but the way that ability is worded is a little confusing ("loses its minor action" as opposed to "loses a minor action"). 2) Applying fire/acid to the stumps is a pretty tried-and-true fantasy trope when dealing with hydras, while crits are not. What made you decide to go that route for ensuring the heads stay chopped? 2a) How do you feel about crits chopping off heads instead of a set HP value? It could potentially make a critical hit feel more rewarding for the players. Downside: it could lead to some wonky results ("My arrow cut a head off?"). Not that the same exact argument couldn't be made for HP-depletion either, of course. 3) Hydra Fury as the sole source of "multi-headed goodness" -- I would consider adding a minimum number of heads that you can use this power with. A single head making a close burst attack makes me picture the business end of a weed wacker. :P The gain in complexity may not be worth the effort, however. [/QUOTE]
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