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Critique my manscorpions
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<blockquote data-quote="Mesh Hong" data-source="post: 5226069" data-attributes="member: 73463"><p>Here are my initial thoughts when looking at your creatures.</p><p> </p><p>I will take it for granted that you are reducing the HPs to about 80% and adding half their level to damage, so instead of a +16 it should be +10 (inferred from another one of your posts).</p><p> </p><p></p><p> </p><p>I like it. As already pointed out the <strong>Tail Sting</strong> needs to be 1/round but otherwise it is a solid soldier.</p><p> </p><p> </p><p> </p><p>I think the <strong>Scimitar</strong> attack should be +16 vs AC (not +18), it is usal for artillery creatures to have a 2 lower melee attack, as they are specialised in ranged attacks.</p><p> </p><p>The <strong>Tail Sting</strong> again should be 1/round.</p><p> </p><p><strong>Double Attack</strong> is pretty powerful, I would consider making it "1 or 2 targets", or in other words not able to target the same enemy with both attacks. If you did this you could drop the "within 3 squares of each other requirement".</p><p> </p><p>I might actually consider making the standard <strong>Greatbow</strong> attack a 3d6+10 damage attack and keeping the <strong>Double Attack</strong> as a 2 targets 2d6+10 attack.</p><p> </p><p></p><p> </p><p><strong>Tail Sting</strong>, as before should be 1/round.</p><p> </p><p><strong>Tactical Sweep</strong> seems a little cruel to me, an attack that triggers off any mark (not just his own) could get quite confusing. This is not something I would personally do, but that doesn't mean it is wrong!</p><p> </p><p><strong>Nights Command</strong> has a choice of actions that are by no means equal.</p><p>-All creatures inside burst 10 making a free attack could get very messy, I think it should probably be up to three creatures inside burst.</p><p>-All creatures shifting 2 squares is alright. I think I would normally grant an immediate free move action (so they could either shift 1 or move their speed), shift 2 is ok and on balance is probably worth teh same as a move action (pros and cons).</p><p>-spend a healing surge and regain 15 HPs. I would avoid any reference to healing surges, either regain HPs or grant Temporary HPs. In this case granting all allies in teh burst 15 Temporary HPs might be a good way to go.</p><p> </p><p>What the Captain is really missing is a double attack, which is amusing as the standard artillery has one and the elite leader doesn't <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>As an elite he should have an at will multi attack, in this case the easiest is a Double Halbard. But you could instead have an attack that also granted an ally a free attack against the same target.</p><p> </p><p>Anyway, I hope these comments help.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 5226069, member: 73463"] Here are my initial thoughts when looking at your creatures. I will take it for granted that you are reducing the HPs to about 80% and adding half their level to damage, so instead of a +16 it should be +10 (inferred from another one of your posts). I like it. As already pointed out the [B]Tail Sting[/B] needs to be 1/round but otherwise it is a solid soldier. I think the [B]Scimitar[/B] attack should be +16 vs AC (not +18), it is usal for artillery creatures to have a 2 lower melee attack, as they are specialised in ranged attacks. The [B]Tail Sting[/B] again should be 1/round. [B]Double Attack[/B] is pretty powerful, I would consider making it "1 or 2 targets", or in other words not able to target the same enemy with both attacks. If you did this you could drop the "within 3 squares of each other requirement". I might actually consider making the standard [B]Greatbow[/B] attack a 3d6+10 damage attack and keeping the [B]Double Attack[/B] as a 2 targets 2d6+10 attack. [B]Tail Sting[/B], as before should be 1/round. [B]Tactical Sweep[/B] seems a little cruel to me, an attack that triggers off any mark (not just his own) could get quite confusing. This is not something I would personally do, but that doesn't mean it is wrong! [B]Nights Command[/B] has a choice of actions that are by no means equal. -All creatures inside burst 10 making a free attack could get very messy, I think it should probably be up to three creatures inside burst. -All creatures shifting 2 squares is alright. I think I would normally grant an immediate free move action (so they could either shift 1 or move their speed), shift 2 is ok and on balance is probably worth teh same as a move action (pros and cons). -spend a healing surge and regain 15 HPs. I would avoid any reference to healing surges, either regain HPs or grant Temporary HPs. In this case granting all allies in teh burst 15 Temporary HPs might be a good way to go. What the Captain is really missing is a double attack, which is amusing as the standard artillery has one and the elite leader doesn't :) As an elite he should have an at will multi attack, in this case the easiest is a Double Halbard. But you could instead have an attack that also granted an ally a free attack against the same target. Anyway, I hope these comments help. [/QUOTE]
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