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Converting original D&D and Mystara monsters
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<blockquote data-quote="Cleon" data-source="post: 7249601" data-attributes="member: 57383"><p>Okay, let's make sure we agree on how we want resonance notes to work before figuring out the description.</p><p></p><p>The relevant passage from Goatmen of Kavaja is:</p><p> </p><p style="margin-left: 20px">The total accumulated resonance determines what abilities are available to a caprine. Only one day's worth of resonance can be accumulated at any time. Abilities can only be used once and require the use of a caprine's flute or other chosen instrument. Unused abilities remain available until the caprine begins a new day's work (frolicking, playing music, etc), which resets the process. What day to accumulate resonance remains at the player's discretion. Unspent abilities cannot be saved for later use when the caprine starts accumulating new harmonics. The powers described below cannot be empowered unless indicated otherwise. Some require a caprine to play music for more than a round. If it sustains from an attack. The caprine's music is interrupted and its effect ends.</p><p></p><p>So the original version breaks down to the following points.</p><p></p><p>a) The caprine starts accumulating resonance over a day (using the "striking a resonance" activities we have loosely agreed on). As soon as it begins this process the caprine loses any previous resonance accumulation it has.</p><p>b) The caprine's accumulated resonance score remains until it starts another day's accumulation.</p><p>c) The number of resonance notes a caprine has accumulated determines what resonance abilities it can use.</p><p>d) Once a caprine has used a resonance ability, it cannot use the ability again until it has accumulated a new day's worth of resonance.</p><p></p><p>I'd be happy using the above modified with the addition of a level-and-ability based cap on the maximum amount of resonance it can accumulate.</p><p></p><p>Speaking of which, I'm thinking the "Charisma and Constitution scores plus 10 times its hit dice" limit might be a little to high, since it means an average Caprine has a resonance limit of 55 (i.e. "killer cheese & vitalize"). It only needs to be about 7th level to max out at 100 resonance and gain its Sound of Death ability.</p><p></p><p>Maybe make it "Charisma and Constitution scores plus 5 times its hit dice" for a 40 resonance cap for an average Caprine or " 5 times its hit dice plus either its Charisma or Constitution score (whichever is higher)" for a 28 cap? Either would give "mask & summon fairy folk" as an average caprine's peak power, and require the Caprine to be roughly 14th to 17th level to use Sound of Death.</p><p></p><p>That seems better. I prefer the "Charisma or Constitution" version since it means a caprine needs a few class levels to gain the 41+ resonance it needs to make Killer Cheese. The "Charisma and Constitution" version just needs slightly above-average stats to use that ability. It depends how cheesy we want them to be!</p><p></p><p>Actually, reading the resonance ability descriptions again a lot of them aren't <em>that</em> powerful. Sound of Death only does 10% of enemy's hit points per round. It's no-save and only affects enemies, which are both useful, but taking a whole 10 rounds to kill the enemy means the caprine's only likely to finish if it's being protected by allies until it finishes playing.</p><p></p><p>I'd be inclined to make it nastier than that. The previous resonance rank's March to War is roughly equivalent to the spell <em>shadow walk</em>, which is a 6th-level spell (for Wizards/Sorcerers, it's 5th-level for Bards).</p><p></p><p>Therefore Sound of War ought to be at least as nasty as <em>circle of death</em>, which is the same level as <em>shadow walk</em>. As written it's not really any more effective than a <em>wall of fire</em>.</p><p></p><p>Maybe have it potentially kill in two or three rounds instead of ten?</p><p></p><p>Anyhow, we can leave worrying about that until later.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7249601, member: 57383"] Okay, let's make sure we agree on how we want resonance notes to work before figuring out the description. The relevant passage from Goatmen of Kavaja is: [INDENT]The total accumulated resonance determines what abilities are available to a caprine. Only one day's worth of resonance can be accumulated at any time. Abilities can only be used once and require the use of a caprine's flute or other chosen instrument. Unused abilities remain available until the caprine begins a new day's work (frolicking, playing music, etc), which resets the process. What day to accumulate resonance remains at the player's discretion. Unspent abilities cannot be saved for later use when the caprine starts accumulating new harmonics. The powers described below cannot be empowered unless indicated otherwise. Some require a caprine to play music for more than a round. If it sustains from an attack. The caprine's music is interrupted and its effect ends.[/INDENT] So the original version breaks down to the following points. a) The caprine starts accumulating resonance over a day (using the "striking a resonance" activities we have loosely agreed on). As soon as it begins this process the caprine loses any previous resonance accumulation it has. b) The caprine's accumulated resonance score remains until it starts another day's accumulation. c) The number of resonance notes a caprine has accumulated determines what resonance abilities it can use. d) Once a caprine has used a resonance ability, it cannot use the ability again until it has accumulated a new day's worth of resonance. I'd be happy using the above modified with the addition of a level-and-ability based cap on the maximum amount of resonance it can accumulate. Speaking of which, I'm thinking the "Charisma and Constitution scores plus 10 times its hit dice" limit might be a little to high, since it means an average Caprine has a resonance limit of 55 (i.e. "killer cheese & vitalize"). It only needs to be about 7th level to max out at 100 resonance and gain its Sound of Death ability. Maybe make it "Charisma and Constitution scores plus 5 times its hit dice" for a 40 resonance cap for an average Caprine or " 5 times its hit dice plus either its Charisma or Constitution score (whichever is higher)" for a 28 cap? Either would give "mask & summon fairy folk" as an average caprine's peak power, and require the Caprine to be roughly 14th to 17th level to use Sound of Death. That seems better. I prefer the "Charisma or Constitution" version since it means a caprine needs a few class levels to gain the 41+ resonance it needs to make Killer Cheese. The "Charisma and Constitution" version just needs slightly above-average stats to use that ability. It depends how cheesy we want them to be! Actually, reading the resonance ability descriptions again a lot of them aren't [I]that[/I] powerful. Sound of Death only does 10% of enemy's hit points per round. It's no-save and only affects enemies, which are both useful, but taking a whole 10 rounds to kill the enemy means the caprine's only likely to finish if it's being protected by allies until it finishes playing. I'd be inclined to make it nastier than that. The previous resonance rank's March to War is roughly equivalent to the spell [I]shadow walk[/I], which is a 6th-level spell (for Wizards/Sorcerers, it's 5th-level for Bards). Therefore Sound of War ought to be at least as nasty as [I]circle of death[/I], which is the same level as [I]shadow walk[/I]. As written it's not really any more effective than a [I]wall of fire[/I]. Maybe have it potentially kill in two or three rounds instead of ten? Anyhow, we can leave worrying about that until later. [/QUOTE]
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