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General Tabletop Discussion
*Pathfinder & Starfinder
Hobgoblin Slavemaster - Lvl. 3 Elite Controller
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<blockquote data-quote="Mesh Hong" data-source="post: 4665253" data-attributes="member: 73463"><p>Its fine that you disagree with my opinions, if we all saw things the same way all the time life would be very dull.</p><p> </p><p>At the end of the day it is a creature for <em>your</em> game, and only you know what is right and wrong for <em>your</em> group. I have a group of 6 PCs who are pretty lethal, and I only use my own monsters. This has no doubt clouded my judgement on what is a 'standard creature' or a 'normal challange'. Also a group of 4 PCs will operate slightly differently than a group of 6.</p><p> </p><p></p><p> </p><p>Your original design stated Close Blast 2 (the first diagram) which I proposed changing to Burst 2 (the second diagram). You contradict yourself by saying that I am using the wrong term then say that we both want the Burst 2. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p></p><p> </p><p>Yes, I can see that pushing the PCs around when high on a ledge might be a bit dangerous.</p><p> </p><p>Personally I would be uncomfortable with adding a whip choke or trip attack to a miss event on an area attack, as you would be punishing a PC for <em>not</em> getting hit. And if the Hobgoblin did a choke it could drag the PC in and do its Axe combo, which is far nastier than the original missed attack.</p><p> </p><p>You seem to be reluctant to move away from 1d4 style damage for the whip. Fair enough, but why don't you say it has a magic effect that only operates on a Whip Crack attack. A thunder effect would be very appropriate as it snaps back in his wrist, you could use this to add some damage and it would stay very much in the theme of the creature.</p><p> </p><p><strong>Whip Crack</strong> (standard; recharge 56) (Weapon, Fear, Thunder)</p><p>Close Burst 2; +8 vs AC; 1D4+4 +1d8 thunder damage </p><p>Anyone hit by the whip crack may not voluntarily move adjacent to the Slavemaster and suffers a -2 to all rolls to hit the Slavemaster (save ends).</p><p> </p><p>This would up the damage to a more appropriate level (the same max/min as I proposed with my 2d6+4).</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4665253, member: 73463"] Its fine that you disagree with my opinions, if we all saw things the same way all the time life would be very dull. At the end of the day it is a creature for [I]your[/I] game, and only you know what is right and wrong for [I]your[/I] group. I have a group of 6 PCs who are pretty lethal, and I only use my own monsters. This has no doubt clouded my judgement on what is a 'standard creature' or a 'normal challange'. Also a group of 4 PCs will operate slightly differently than a group of 6. Your original design stated Close Blast 2 (the first diagram) which I proposed changing to Burst 2 (the second diagram). You contradict yourself by saying that I am using the wrong term then say that we both want the Burst 2. ;) Yes, I can see that pushing the PCs around when high on a ledge might be a bit dangerous. Personally I would be uncomfortable with adding a whip choke or trip attack to a miss event on an area attack, as you would be punishing a PC for [I]not[/I] getting hit. And if the Hobgoblin did a choke it could drag the PC in and do its Axe combo, which is far nastier than the original missed attack. You seem to be reluctant to move away from 1d4 style damage for the whip. Fair enough, but why don't you say it has a magic effect that only operates on a Whip Crack attack. A thunder effect would be very appropriate as it snaps back in his wrist, you could use this to add some damage and it would stay very much in the theme of the creature. [B]Whip Crack[/B] (standard; recharge 56) (Weapon, Fear, Thunder) Close Burst 2; +8 vs AC; 1D4+4 +1d8 thunder damage Anyone hit by the whip crack may not voluntarily move adjacent to the Slavemaster and suffers a -2 to all rolls to hit the Slavemaster (save ends). This would up the damage to a more appropriate level (the same max/min as I proposed with my 2d6+4). [/QUOTE]
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Hobgoblin Slavemaster - Lvl. 3 Elite Controller
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