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General Tabletop Discussion
*Dungeons & Dragons
Converting "generic setting" Second Edition monsters
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<blockquote data-quote="Cleon" data-source="post: 5119069" data-attributes="member: 57383"><p>Why did you make the Dwarf Bane an (Ex) power? I'd think (Su) would be a lot more fitting.</p><p></p><p></p><p></p><p>That looks pretty close, except I'd make it ALL weapons that strike the golem, not just slashing & piercing, since the original can disarm you of a mace as easily as an axe, and the original quite clearly says it keeps hold of the weapon. It also needs some tweaking of flavour text.</p><p></p><p>We could also rewrite it a bit to be more like the description, something like:</p><p></p><p><strong>Reflexive Disarm (Ex):</strong> The armor plates and body-joints that make up a dwarf crusher golem constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes a rock crusher with a melee attack must make a Reflex save (DC <span style="color: Red"><strong>A</strong></span>) or the armor plates shift and trap the weapon, then rotate and tear the weapon from the victim's grasp. If the weapon is one that can't be disarmed (such as a natural weapon or a cestus) the armour plates crush the victim's weapon for <span style="color: Red"><strong>B</strong></span> points of damage and then release the weapon. To recover a trapped weapon, an opponent must make a successful Disarm attack against the golem (the golem gets a <span style="color: Red"><strong>+</strong><strong>C</strong></span> modifier on its opposed attack roll, including a <span style="color: Red"><strong>+</strong></span><span style="color: Red"><strong>D</strong></span> bonus). The save DC is Dexterity-based.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5119069, member: 57383"] Why did you make the Dwarf Bane an (Ex) power? I'd think (Su) would be a lot more fitting. That looks pretty close, except I'd make it ALL weapons that strike the golem, not just slashing & piercing, since the original can disarm you of a mace as easily as an axe, and the original quite clearly says it keeps hold of the weapon. It also needs some tweaking of flavour text. We could also rewrite it a bit to be more like the description, something like: [B]Reflexive Disarm (Ex):[/B] The armor plates and body-joints that make up a dwarf crusher golem constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes a rock crusher with a melee attack must make a Reflex save (DC [COLOR=Red][B]A[/B][/COLOR]) or the armor plates shift and trap the weapon, then rotate and tear the weapon from the victim's grasp. If the weapon is one that can't be disarmed (such as a natural weapon or a cestus) the armour plates crush the victim's weapon for [COLOR=Red][B]B[/B][/COLOR] points of damage and then release the weapon. To recover a trapped weapon, an opponent must make a successful Disarm attack against the golem (the golem gets a [COLOR=Red][B]+[/B][B]C[/B][/COLOR] modifier on its opposed attack roll, including a [COLOR=Red][B]+[/B][/COLOR][COLOR=Red][B]D[/B][/COLOR] bonus). The save DC is Dexterity-based. [/QUOTE]
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Converting "generic setting" Second Edition monsters
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