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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: 5727557" data-attributes="member: 57383"><p>Updated <strong><a href="http://www.enworld.org/forum/5702487-post604.html" target="_blank">Working Draft</a></strong> according to your boringly conventional standpoint. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Okay then, what about the "Winding Down".</p><p></p><p>It looks like the original can move and fight for up to 40 rounds before it completely loses power.</p><p></p><p>I suggest something like this.</p><p></p><p>01-10 rounds - Fights normally.</p><p>11-20 rounds - Cannot run, -X Strength penalty. [<span style="color: Red">-4 Str?</span>]</p><p>21-30 rounds - Single action only, -Y Strength penalty. [<span style="color: Red">-12 Str?</span>]</p><p>31-40 rounds - Speed 5 ft, -Z Strength penalty. [<span style="color: Red">-20 Str?</span>]</p><p></p><p>The Lesser version will need a lower strength penalty. Probably -2/-4/-8.</p><p></p><p>EDIT: Oh, and I'll add a Repaired by Fire SQ. It currently uses the original's 1:8 healing ratio, but I wouldn't mind reducing that ratio. The SRD Iron Golem heals at 1:3 but the AD&D Iron Golem heals at 1 per "hit die of damage" (I guess that means 1:3.5 for <em>fireballs</em>, 1:4.5 for <em>delayed blast fireballs</em> and so on). That suggests the Clockwork Warrior's version is weaker, but I'm still thinking 1:4 or 1:6.</p><p></p><p>However, it works for mundane fire attacks, not just magical fire, which makes them easy to repair - just build a bonfire under your golem.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5727557, member: 57383"] Updated [B][URL="http://www.enworld.org/forum/5702487-post604.html"]Working Draft[/URL][/B] according to your boringly conventional standpoint. ;) Okay then, what about the "Winding Down". It looks like the original can move and fight for up to 40 rounds before it completely loses power. I suggest something like this. 01-10 rounds - Fights normally. 11-20 rounds - Cannot run, -X Strength penalty. [[COLOR=Red]-4 Str?[/COLOR]] 21-30 rounds - Single action only, -Y Strength penalty. [[COLOR=Red]-12 Str?[/COLOR]] 31-40 rounds - Speed 5 ft, -Z Strength penalty. [[COLOR=Red]-20 Str?[/COLOR]] The Lesser version will need a lower strength penalty. Probably -2/-4/-8. EDIT: Oh, and I'll add a Repaired by Fire SQ. It currently uses the original's 1:8 healing ratio, but I wouldn't mind reducing that ratio. The SRD Iron Golem heals at 1:3 but the AD&D Iron Golem heals at 1 per "hit die of damage" (I guess that means 1:3.5 for [I]fireballs[/I], 1:4.5 for [I]delayed blast fireballs[/I] and so on). That suggests the Clockwork Warrior's version is weaker, but I'm still thinking 1:4 or 1:6. However, it works for mundane fire attacks, not just magical fire, which makes them easy to repair - just build a bonfire under your golem. [/QUOTE]
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