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Game Day mini = Spined Devil
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<blockquote data-quote="tomtill" data-source="post: 3842543" data-attributes="member: 37444"><p>Given various comments by the developers emphasizing easy of creation and play, and the lack of a need to fill up stat blocks with feats and whatnot, this makes sense to me.</p><p></p><p>Level 6 skirmisher seems likely to define the BAB (in 3e this would be +4 for a skirmisher type class, like rogue, and is consistent with the SWSE classes and monsters). </p><p></p><p>The Str mod is listed right on the card as +7. Adding the BAB + Str mod gives the melee attack. Very simple.</p><p></p><p>However, all level 6 skirmishers, fulfilling the same role, need to be roughly equivalent, with different abilities and exceptions based flavor added to distinguish encounters. Remember the goal is to be able to readily mix and match level 6 skirmishers on the fly, as illustrated in the last podcast. I'm guessing that primary/secondary attacks, like iterative attacks, are minimized, to prevent having to track too many different bonuses in a single round. If true, then to distinguish level 6 skirmishers with a single attack from those with multiple attacks it would make sense to impose a -2 penalty for each attack in the case of a monster with 2 attacks. In this case then, the melee attack drops from 4+7=+11 to +9. Note that this is completely unlike SWSE, but then again, they weren't focused on making mix and match role based monster parties when they wrote that.</p><p></p><p>Likewise, the ranged attack in this case is the Level 6 skirmisher BAB + Dex mod, listed on the card as +5, for a total of +9. However, the fact that Dex is explicitly mentioned suggests that there might be ranged attacks based on other abilities. For example, perhaps the appropriate ability modifier is used to determine the effectiveness of other attacks, since static saves represent a target. For example, an arcane spell or ability might be cast as a ranged attack, Int vs. appropriate Defense. This might be why the modifiers (presumable old bonuses + half level) are listed directly on the card. In addition to untrained skill bonuses, they are there for quick calculation of other attack bonuses in case the monster is given class levels on the fly. If this were really true though, I'd expect the BAB to be explicitly listed.</p><p></p><p>As far as damage is concerned, the melee and thrown ranged damage bonuses are not at all what I expected. Totally unlike 3e rules or SWSE. I really expected half the level would be added as damage, in keeping with SWSE and the stated goal of avoiding the christmas-tree effect necessary to make a 3e high level character viable. Instead we get what looks like the raw Str bonus for melee, and half that for the thrown range attack. Maybe this is role based (keep those skirmishers moving)? Maybe alternate means to increase damage at higher levels (power sources, maneuvers)? More data needed!</p></blockquote><p></p>
[QUOTE="tomtill, post: 3842543, member: 37444"] Given various comments by the developers emphasizing easy of creation and play, and the lack of a need to fill up stat blocks with feats and whatnot, this makes sense to me. Level 6 skirmisher seems likely to define the BAB (in 3e this would be +4 for a skirmisher type class, like rogue, and is consistent with the SWSE classes and monsters). The Str mod is listed right on the card as +7. Adding the BAB + Str mod gives the melee attack. Very simple. However, all level 6 skirmishers, fulfilling the same role, need to be roughly equivalent, with different abilities and exceptions based flavor added to distinguish encounters. Remember the goal is to be able to readily mix and match level 6 skirmishers on the fly, as illustrated in the last podcast. I'm guessing that primary/secondary attacks, like iterative attacks, are minimized, to prevent having to track too many different bonuses in a single round. If true, then to distinguish level 6 skirmishers with a single attack from those with multiple attacks it would make sense to impose a -2 penalty for each attack in the case of a monster with 2 attacks. In this case then, the melee attack drops from 4+7=+11 to +9. Note that this is completely unlike SWSE, but then again, they weren't focused on making mix and match role based monster parties when they wrote that. Likewise, the ranged attack in this case is the Level 6 skirmisher BAB + Dex mod, listed on the card as +5, for a total of +9. However, the fact that Dex is explicitly mentioned suggests that there might be ranged attacks based on other abilities. For example, perhaps the appropriate ability modifier is used to determine the effectiveness of other attacks, since static saves represent a target. For example, an arcane spell or ability might be cast as a ranged attack, Int vs. appropriate Defense. This might be why the modifiers (presumable old bonuses + half level) are listed directly on the card. In addition to untrained skill bonuses, they are there for quick calculation of other attack bonuses in case the monster is given class levels on the fly. If this were really true though, I'd expect the BAB to be explicitly listed. As far as damage is concerned, the melee and thrown ranged damage bonuses are not at all what I expected. Totally unlike 3e rules or SWSE. I really expected half the level would be added as damage, in keeping with SWSE and the stated goal of avoiding the christmas-tree effect necessary to make a 3e high level character viable. Instead we get what looks like the raw Str bonus for melee, and half that for the thrown range attack. Maybe this is role based (keep those skirmishers moving)? Maybe alternate means to increase damage at higher levels (power sources, maneuvers)? More data needed! [/QUOTE]
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