Game Day mini = Spined Devil

Matthew L. Martin said:
I'd be fairly confident that the 'standard' refers to the action type. Maybe it's the armor-piercing/bypassing attacks that roll against Reflex instead of AC?

At last! Something to sink our fangs into!

We have been so hungry....
 

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Matthew L. Martin said:
I'd be fairly confident that the 'standard' refers to the action type. Maybe it's the armor-piercing/bypassing attacks that roll against Reflex instead of AC?

That's how to handle what were touch and incorporeal attacks, certainly.

I'd have to see arrows and bolts suddenly bypass armor, though.
 


Mad Mac said:
There's also no save DC listed for the poison, just the number 5. Looks like if you get tagged by the Spine Attack, you automatically take 5/damage per round are slowed until cured. Nasty effect.
Or maybe it means: Slowed for 5 rounds.
 


Wormwood said:
Disappointed to see "Spot" listed.

I was really hoping Spot and Listen would have been folded into a generic "Notice" skill.
Maybe they are, but it's just named "Spot", because it's used for on-the-spot, heat of the moment perception checks, and "Search" is the one you use for longer, more careful and meticulous study? :)
 

Szatany said:
Or maybe it means: Slowed for 5 rounds.
Not sure why no one else thought of this, but wouldn't the 5 after poions be a +5 to the attack roll for it, since stuff like poisons will now be affecting defenses. That would be the same as a DC 15 poison.
 

The only thing I can get from that card is that I can't get anything from that card.

Strength is +7, but there are two attacks with damage mods of +4 each. The attack bonus is +9. Dexterity is +5, but the ranged attack bonus is also +9, but with only a +2 damage mod. Dex bonus does equal Initiative bonus.

Not only do ability score bonuses seem to be calculated differently, they seem to affect what you do differently as well.

Or this could all be an effect of two things:

1) Monsters are built differently from PCs.
2) Miniatures are built differently from RPG monsters.
 

Mad Mac said:
There's also no save DC listed for the poison, just the number 5. Looks like if you get tagged by the Spine Attack, you automatically take 5/damage per round are slowed until cured. Nasty effect.

If Poison does damage over time, that would explain the old blog comment about Warforged DR not defending vs poison.

Oh, would also tie into "after-effects". After all, if you're still taking 5 hp every 6 seconds outside of combat, you're pretty much insta-dead. Poison may have a different crippling effect outside of combat.

What if the attack roll is compared against Fortitude to determine if the person is poisoned (one roll to rule them all)? Saga applies poison damage to hitpoints, so I agree with you on that interpretation. In Saga, the poison continues with a check each round, until you defend against the poison attack. It'll be interesting to see how this is handled once we get the rules.

Just some thoughts,
Flynn
 

reezel said:
Not sure why no one else thought of this, but wouldn't the 5 after poions be a +5 to the attack roll for it, since stuff like poisons will now be affecting defenses. That would be the same as a DC 15 poison.

My guess is that the Poison 5 is the attack roll (vs defenders FORT). The effect of the poison is "slowed".


Also, note the attack line indicates both lawful and evil, which seems to imply that not only have alignments NOT gone away, but they also still have mechanical effects.
 

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