They've hit 20th level (having played from 1st) and I've thought of another adventure - so at present thinking they'll just get to 21st or maybe 22nd level before stopping (or pausing I guess - if I think of another one)
as discussed - ditched sunlight sensitivity, added disrupt life and frightening gaze - I like idea of adding paralysis to death grip. finally pondering about some sort of souped up shadow ball missile or something (it is a stone giant after all)
This is fascinating (I wish I'd thought of this!) - by making it relative rather than absolute, it might make it all a bit simpler. Has anyone made a list of strong vs weak feats yet though
In my game am using feats something like in Theros, so making them tied to deities. The idea is that (a) they help customise characters to deities and (b) help lvl 1 characters be less squishy. So setting mid-range at one feat. Let's say using flat 3d6. Where does one put the 'bar' at either end...
I was using the point buy as a starting point, I guess with the assumption that high-end ability scores were valued at more than their bonus, but did ponder whether too complicated and maybe just looking at bonuses/penalties would be easier
One of the things I liked about AD&D and BECMI was rolling ability scores. Was pondering recently how it could be adapted to 5e and "levelling" beginning characters with feats. e.g. mid range = one feat, lucky rolling = zero feats, unlucky rolling = two feats
So rating would be determining the...
Doom Boulder? Doomball? probs first one...
Ok - I can see rationale for ground speed. Maybe then call it a shadowraith so sort of distinct from a wraith (which would fly)?
Ok incorporated all changes - name...ummm....
necrotic orb, necrotic globe, shadow globe/org, life-hungry orb, death comet, ....you had an idea in mind?