MY REPUTATIONS!!!1You better be careful with all this praise, or your reputation will suffer
Dazed gives you 1 action, no immediate actions and no opportunity actions. This creatures aura pretty much restricts an enemy to only attacking on their turn: So no warlord or leader granted attacks, which can really crimp a slayer or thieves day. It also inherently prevents all mark enforcement, because they are mostly out of turn attacks of one sort or another (so they make defenders cry). It prevents rangers doing much of their shenanigans as well, but they can still attack multiple times. What I like about them is that they really change up how some classes play, without being crippling like the original terribly designed mad wraith. The aura is interesting tactically, without being as overpowered as the mad wraiths auto-daze and damage was. It's also quite a reasonable aura 1.I'm not sure I follow. Isn't this worse than the Mad wraith's dazing aura? What is it that is so amazing (or am I incorrect in thinking that dazed prevents immediate actions)?
As an amusing aside, 1 of these creatures becoming a friend of the parties Knight automatically makes him irrelevant for the entire encounter (making it a higher priority to kill than some elites!). Another monster to throw onto the pile of creatures that make Knights weep. God wizards, leave the Knight alone already!
Sure the Rooftop Chase is a wonderful (and fun looking) skill challenge. I wouldn't run this with fixed successes/failures (or at least I would interpret that differently), but I love the concept of the rooftop chase. It allows for a wide variety of different skills to be used, including attacking the pursuing enemies to remove a failure the PCs gained (the PCs are assumed to be running from the enemies in the challenge btw). It also has good suggestions for how to end the challenge on a failure with an interesting combat encounter (which also gives a good explanation for why the PCs failed to escape too).Can you give an example and a summary of why it is 'decent'?
Basically these resemble minion creatures, except are widely immune to conditions, poison, necrotic, psychic damage, forced movement and ongoing damage (so basically everything). They can be attacked and destroyed like a creature, or you can disable them using skills. Being minions, they let you split up a trap into multiple individual components easily and without needing to think too much about how it would affect the XP. It's actually quite a nice way of doing this and it's something I wish they highlighted earlier: It's a great idea!Please explain
The stone tentacle I feel is the best example of it. Basically they cover a bridge and are a part of the natural defenses. Whenever they are activated, the tentacle comes to life and attacks. Individually the tentacle is terrible, but because there are tons of them this is a good way of representing such a trap without getting bogged down in working out how balanced it is. Especially because you get 5 minions for a standard monster at paragon: That's a *lot* of tentacles.
Yes, they can be disabled with minor actions but bear in mind there will be 5 of them for one standard trap. So you need some effort to get rid of them, but not a terrible amount more than a standard trap.