Game Day mini = Spined Devil

Tazawa said:
Good riddance to Perfect, Good, Average, Poor, and Clumsy - I never understood ya!

Loathe as I am to invoke GMS, it seems that a lot of simulationism is going the way of the dodo.

Given that they tended to be confusing and game-stopping, then good riddance indeed!
 

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takasi said:
If it really is 1/2 level plus base attack, then consider a 20th level fighter (instead of skirmisher) with 24 strength:

+7 from attribute formula (score-10/2)
+10 level
+20 bab?

+37 to hit? That's the baseline?
If 1/2 level bonus is in attack rolls, then I don't see why BAB needs to advance at the same rate. Fighters may well get +1 BAB at first level and every two after if that is the case. Wizards and the like wouldn't have a BAB at all.


EDIT: Removed stupidity
 
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Exen Trik said:
If 1/2 level bonus is in attack rolls, then I don't see why BAB needs to advance at the same rate. Fighters may well get +1 BAB at first level and every two after if that is the case. Wizards and the like wouldn't have a BAB at all.

In this case, I'm assuming that the skirmisher is +4 bab. A skirmisher might have the highest bab, I don't know.

Exen Trik said:
Looks like touch attacks and flat footed ACs are still in, there were some thinking it wasn't so I just wanted to point that out.

You're looking at the wrong stats. There are two sets; one for 3.5 and one for 4th.
 


They took some effort to learn, but they were not incomprehensible. I felt the distinctions were vital to Arial combat through every edition. Going strait up is something almost no winged flier should be capable of.

Tazawa said:
One other cool thing I noticed. There's no flight manoeuvrability category listed for its fly speed. Yay!

One of the biggest pains in the ass as a DM is having to deal with 5 different, non-intuitive, confusing different ways of flying.

Good riddance to Perfect, Good, Average, Poor, and Clumsy - I never understood ya!
They are there to prevent things that should be flopping around through the air from performing pin point attacks on the parties rear ranks.
 


Saves, Attack, and Damage Bonuses

Saves could be 10 + level + ability modifier (at least for immortals, other classes could have bad saves equal to 10 + 1/2 level + ability modifier).

Attack bonuses are harder to figure out. The fact that the melee and ranged attacks are the same even though the Str and Dex modifiers are different by 2, suggests that the fact that they're both +9 is either a typo (not likely) or that ability modifiers aren't included in the calculation. Maybe skirmishers get a flat 1 1/2 level bonus as their attack bonus? Sure would make it easy to create a skirmisher on the fly.

The damage bonuses look like they're not modified by level. The devil gets the normal full +4 for a 19 Str for its claws and 1/2 Str (+2) for its spines.
 

frankthedm said:
They took some effort to learn, but they were not incomprehensible. I felt the distinctions were vital to Arial combat through every edition. Going strait up is something almost no winged flier should be capable of.

You're a better man than I. I've been DMing for over 25 years and I still haven't got the hang of them.

I would like to see flying creatures be more or less capable of doing what a flying creature with Good manoeuvrability can do now.

If they need to be able to fly straight up, they can have a special ability in their description that says they can.

If they're lousy fliers, they should either have slower fly speeds than land speeds or have some form of hindered movement while flying, like a zombie's single-action only drawback.
 

I think the there's another bonus involved based on role.

Skirmishers are -1 melee, +1 ranged

Brutes may be +1 melee, -1 ranged

Leaders/Bosses may be 0/0 but grant bonuses to followers

Dragon type solo creatures may get +x/+x


In this example:
Level+Str-1=+9 melee
Level+Dex+1=+9 ranged

Level 30 mob vs. Level 30 character defense
Level+Str+/-1+d20 vs. 10+level or armor+Stat
 

Note that speed is now listed only in squares. Also according to the DDM side of the card, the poison's effect is only to slow the target- no damage.
 

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