Tequila Sunrise
Adventurer
O wise Head -- and anyone else who has insight into these matters -- answer me this:
You mentioned that lurkers usually get a limited attack and a limited defense power per tier. This seems a bit excessive, but aside from that...does this rule of thumb apply to other roles as well?
What should be the default recharge rate? I'm thinking 5-6 or just 6.
You mentioned that lurkers usually get a limited attack and a limited defense power per tier. This seems a bit excessive, but aside from that...does this rule of thumb apply to other roles as well?
What should be the default recharge rate? I'm thinking 5-6 or just 6.
Skirmisher also seems to be the catch-all category for monsters that don't really fit any of the roles. Personally I think Brute is a better catch-all, but whatever I guess.For instance, many skirmishers (such as wolves) do bonus damage under certain circumstances (the wolf does so if the target is knocked prone), and many, instead of having movement abilities, seem to restrict the movement of a single opponent rather than having their own movement options. (The wolf trips opponent, but it's at-will attack lets it shift up to 4 squares away; I would have to seek another example of a "controlling" skirmisher.)
Yeah I've been thinking we need variant guidelines for some roles. Sometimes just for minor number tweaks; for example if I write a damage-focused ranger NPC, I'd use Artillery or Brute. In the archer's case (artillery), I'd boost AC and HP to average and knock accuracy down to average. In the dual wielder's case (brute), I'd boost AC to average and knock HP down to average.Lurker offense and defense varies considerably, to the point where you might need two or three sets of rules for them. In addition, some lurkers blind their opponents rather than making themselves invisible (the shadar-kai gloomblade and Mr. Tsalaxa from Dark Sun Creature Catalog are examples); such lurkers are really only good against a single opponent at a time.