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More Monsters -- Kobold Miners (and friends)
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<blockquote data-quote="Lizard" data-source="post: 4298089" data-attributes="member: 1054"><p>OK, looked at the pits in the DMG. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I see the Kobolds power as, basically, a one-shot "do 2d10 and target is knocked prone". However, it is more than that -- there's the action cost of leaving the pit, the tactical options of pits in narrow tunnels, etc.</p><p></p><p>So.</p><p></p><p>A 2*2 pit, covered, is worth 100 XP, or four minions.</p><p></p><p>So let us rewrite the power as follows:</p><p><strong>Sudden Drop (standard, recharge 4,5,6)</strong></p><p>The Kobold Mine Boss targets any minion within 10. The minion targets a single adjacent enemy. A pit which occupies the same squares as the target forms beneath it. The pit makes a basic attack of +6 against Reflex. If it hits, the target falls into the pit, takes 1d10 damage and is prone. If it misses, the target shifts to the nearest unoccupied space. Either way, the minion is killed.</p><p></p><p>If a 2*2 pit is worth 100 XP, a 1*1 pit is worth 25 XP. The mobile hazard of the minion is replaced by the immobile hazard of the pit. Since it's a small pit -- much smaller than the default -- it is much easier to jump over/avoid/negate, and thus more balanced. Because it is so small, I increased the recharge rate so that there's more pits likely to form during the encounter.</p><p></p><p>In essence, this gives the Mine Boss the power "Standard action, +6 against reflex, 1d10+target is prone", at the cost of a minion, roughly every other round. This seems balanced to me. Thoughts?</p></blockquote><p></p>
[QUOTE="Lizard, post: 4298089, member: 1054"] OK, looked at the pits in the DMG. :) I see the Kobolds power as, basically, a one-shot "do 2d10 and target is knocked prone". However, it is more than that -- there's the action cost of leaving the pit, the tactical options of pits in narrow tunnels, etc. So. A 2*2 pit, covered, is worth 100 XP, or four minions. So let us rewrite the power as follows: [B]Sudden Drop (standard, recharge 4,5,6)[/B] The Kobold Mine Boss targets any minion within 10. The minion targets a single adjacent enemy. A pit which occupies the same squares as the target forms beneath it. The pit makes a basic attack of +6 against Reflex. If it hits, the target falls into the pit, takes 1d10 damage and is prone. If it misses, the target shifts to the nearest unoccupied space. Either way, the minion is killed. If a 2*2 pit is worth 100 XP, a 1*1 pit is worth 25 XP. The mobile hazard of the minion is replaced by the immobile hazard of the pit. Since it's a small pit -- much smaller than the default -- it is much easier to jump over/avoid/negate, and thus more balanced. Because it is so small, I increased the recharge rate so that there's more pits likely to form during the encounter. In essence, this gives the Mine Boss the power "Standard action, +6 against reflex, 1d10+target is prone", at the cost of a minion, roughly every other round. This seems balanced to me. Thoughts? [/QUOTE]
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