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Red Hand of Doom 4.0
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<blockquote data-quote="keterys" data-source="post: 4284096" data-attributes="member: 43019"><p>1) Yeah, I mean just that it loses its minor action from its standard, move, and minor per turn. I'll modify appropriately to just say it gets a standard and move, say. It gives it one less action, whether that's moving, spitting, or growing new heads (though it should do that right away if it can)</p><p></p><p>2) Two reasons - First, the tactic is _really_ known and would be a little too easy to do now. For a monster that's supposed to last for 10ish rounds of combat, I don't want it to be so easy to not use its signature ability. Suppose I could change it to anyone who hits with that type gets to make a secondary attack against Fortitude or somesuch... the option I had considered was an attack of the right type that did at least X damage.</p><p>Second - I wanted to make critical hits more special against it and I wanted everyone able to contribute to killing heads. I remember fighting hydras in 3.x and going 'So... we could kill the heads... but why would we _ever_ do so??'</p><p></p><p>2a) I thought about it, but figured it would make things a little too streaky - basically you might have an entire fight without it happening, and what's the fun in that <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=";)" /> And yeah, I added 'or destroyed' to the beheading line for a reason. An arrow blasting through a neck I could buy, or the lingering flames from a fireball eventually burning through. The DM can even set things up in advance as it gets close. 'Your greatsword almost beheads the creature and it staggers back, the head snapping at the air in pain as its green blood sprays over the area.' followed by 'Your arrow pierces its side and it screams in pain, its head flopping to the floor where it continues to bite ineffectively around it'</p><p></p><p>3) No, you're right. Minimum number of heads sounds good.</p></blockquote><p></p>
[QUOTE="keterys, post: 4284096, member: 43019"] 1) Yeah, I mean just that it loses its minor action from its standard, move, and minor per turn. I'll modify appropriately to just say it gets a standard and move, say. It gives it one less action, whether that's moving, spitting, or growing new heads (though it should do that right away if it can) 2) Two reasons - First, the tactic is _really_ known and would be a little too easy to do now. For a monster that's supposed to last for 10ish rounds of combat, I don't want it to be so easy to not use its signature ability. Suppose I could change it to anyone who hits with that type gets to make a secondary attack against Fortitude or somesuch... the option I had considered was an attack of the right type that did at least X damage. Second - I wanted to make critical hits more special against it and I wanted everyone able to contribute to killing heads. I remember fighting hydras in 3.x and going 'So... we could kill the heads... but why would we _ever_ do so??' 2a) I thought about it, but figured it would make things a little too streaky - basically you might have an entire fight without it happening, and what's the fun in that ;) And yeah, I added 'or destroyed' to the beheading line for a reason. An arrow blasting through a neck I could buy, or the lingering flames from a fireball eventually burning through. The DM can even set things up in advance as it gets close. 'Your greatsword almost beheads the creature and it staggers back, the head snapping at the air in pain as its green blood sprays over the area.' followed by 'Your arrow pierces its side and it screams in pain, its head flopping to the floor where it continues to bite ineffectively around it' 3) No, you're right. Minimum number of heads sounds good. [/QUOTE]
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