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New Creature Critique - Dagonspawn
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<blockquote data-quote="LordEntrails" data-source="post: 6991863" data-attributes="member: 6804070"><p>First, thanks for the detailed feedback, I really appreciate it.</p><p></p><p>It has a move speed cause I forgot to remove/change it.It should be zero. As for Dex, I didn't know what to put here. It's unmovable egg/rock, so how can it have any value? The tentacles do, but... So, you think a Dex of 3 is the right mechanic?</p><p></p><p></p><p>Agreed.</p><p></p><p></p><p>I didn't like the newborn either. I will look at it and see what I can add to it.</p><p></p><p></p><p>4 rounds or so is about what I want. I did play test it and the players actually ignored it for a couple rounds (there are 2 kuo-toa priests summon dretches to contend with) and it worked out ok (but anti-climatic with the boring newborn.)</p><p></p><p></p><p></p><p>Yea, as I said, this is the part I'm really struggling with. I don't want to say x souls to hatch, because that's harder to predict when it will hatch. And the kuo-toa priests have been sacrificing victims for some days/weeks before the party find them. Somehow when the party arrives (hand waving etc) is when the embryo becomes eligible for hatching. The hit point method works well for predicting when it will hatch, and makes when it hatches dependent upon the players actions (do they destroy the embryo and let the priests summon more dretches, or do they kill the priests and let the embryo hatch? (Or, as my party half did, fight the dretches and let both happen!)</p><p></p><p>The abyssal points, or what ever mechanic we come up with is not really for this adventure, because I can just put that in the adventure text, but I do want some sort of mechanic that works so that others can use these creatures in other encounters. I don't like the abyssal points, and the ability drain is too difficult to track... I guess just saying x days or hours is probably just as useful...</p><p></p><p>Or, what about just saying a 10% chance to kill an unconscious victim? That makes it somewhat random, prevents record keeping etc. I would think every 1-3 rounds to have a victim die (but 12 victims @ 10% would be one per round. Maybe 5% (1 in 20)?</p><p></p><p>I'm also a little reluctant to have it regen hit points from unconscious victims, but that's probably the most minor of my concerns.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 6991863, member: 6804070"] First, thanks for the detailed feedback, I really appreciate it. It has a move speed cause I forgot to remove/change it.It should be zero. As for Dex, I didn't know what to put here. It's unmovable egg/rock, so how can it have any value? The tentacles do, but... So, you think a Dex of 3 is the right mechanic? Agreed. I didn't like the newborn either. I will look at it and see what I can add to it. 4 rounds or so is about what I want. I did play test it and the players actually ignored it for a couple rounds (there are 2 kuo-toa priests summon dretches to contend with) and it worked out ok (but anti-climatic with the boring newborn.) Yea, as I said, this is the part I'm really struggling with. I don't want to say x souls to hatch, because that's harder to predict when it will hatch. And the kuo-toa priests have been sacrificing victims for some days/weeks before the party find them. Somehow when the party arrives (hand waving etc) is when the embryo becomes eligible for hatching. The hit point method works well for predicting when it will hatch, and makes when it hatches dependent upon the players actions (do they destroy the embryo and let the priests summon more dretches, or do they kill the priests and let the embryo hatch? (Or, as my party half did, fight the dretches and let both happen!) The abyssal points, or what ever mechanic we come up with is not really for this adventure, because I can just put that in the adventure text, but I do want some sort of mechanic that works so that others can use these creatures in other encounters. I don't like the abyssal points, and the ability drain is too difficult to track... I guess just saying x days or hours is probably just as useful... Or, what about just saying a 10% chance to kill an unconscious victim? That makes it somewhat random, prevents record keeping etc. I would think every 1-3 rounds to have a victim die (but 12 victims @ 10% would be one per round. Maybe 5% (1 in 20)? I'm also a little reluctant to have it regen hit points from unconscious victims, but that's probably the most minor of my concerns. [/QUOTE]
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