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General Tabletop Discussion
*Pathfinder & Starfinder
How often do you tweak monsters?
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<blockquote data-quote="Kannon" data-source="post: 5559164" data-attributes="member: 95097"><p>Used a couple of fun mechanics in our latest game. One artillery with an immediate interrupt to get +3 to all defenses and DR 3/all until the start of next turn (I like the DR mechanic, so I brought it back.). Not grindy, but lets it last a little longer on a low health artillery critter.</p><p></p><p>And DR 6/ AC defense helps minons resist getting poked to death, but still lets controllers and most solid hits work as normal. Which is a good compromise.</p><p></p><p>The mechanic I stole from Quickleaf worked out as burrowing bugs. Which was fun, and really kept the players guessing. (They opted to head back to town, springing the attack and siege early. Oops.)</p><p></p><p>May have messed up a bit with this one, though:</p><p></p><p>Bloodlust (Trait):</p><p>Gain a Standard Action when you reduce an enemy to negative hit points.</p><p></p><p>See if you can figure out where that one went wrong on a charge-happy elite brute. Recharge power to bloody someone, AP to knock them down, charge, crit knock someone else down... and of course, the player asks "So... does that proc more than once per turn?". </p><p></p><p>I play elites as close to player-equivalent, so they benefit from player house-rules and rules interpretation, and they all agreed they'd abuse it if it was them... So one more unconscious and another crit that left someone (barely) standing. Er, oops?</p><p></p><p>It left them terrified of the (Large) insectoid wrecking ball, though. Which was the point. It's also now clarified to work only once per turn. They also then focused it down like they were supposed to before, and break the link to the hive mind. (Yes, I stole the idea from Tyranids. It even has a tyranid mini.)</p></blockquote><p></p>
[QUOTE="Kannon, post: 5559164, member: 95097"] Used a couple of fun mechanics in our latest game. One artillery with an immediate interrupt to get +3 to all defenses and DR 3/all until the start of next turn (I like the DR mechanic, so I brought it back.). Not grindy, but lets it last a little longer on a low health artillery critter. And DR 6/ AC defense helps minons resist getting poked to death, but still lets controllers and most solid hits work as normal. Which is a good compromise. The mechanic I stole from Quickleaf worked out as burrowing bugs. Which was fun, and really kept the players guessing. (They opted to head back to town, springing the attack and siege early. Oops.) May have messed up a bit with this one, though: Bloodlust (Trait): Gain a Standard Action when you reduce an enemy to negative hit points. See if you can figure out where that one went wrong on a charge-happy elite brute. Recharge power to bloody someone, AP to knock them down, charge, crit knock someone else down... and of course, the player asks "So... does that proc more than once per turn?". I play elites as close to player-equivalent, so they benefit from player house-rules and rules interpretation, and they all agreed they'd abuse it if it was them... So one more unconscious and another crit that left someone (barely) standing. Er, oops? It left them terrified of the (Large) insectoid wrecking ball, though. Which was the point. It's also now clarified to work only once per turn. They also then focused it down like they were supposed to before, and break the link to the hive mind. (Yes, I stole the idea from Tyranids. It even has a tyranid mini.) [/QUOTE]
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How often do you tweak monsters?
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