Shadow bats and undead that can reanimate

OMG. The picture is almost EXACTLY the same sans Simon Belmont. The angles and position of the balcony. The the metal gate above the window behind dracula/strahd, the eves of the crenelates on the wall, the gargoyles on the balcony, the conical, tiled roof, tower on the right, not to mention the pose/clothes of strahd/dracula himself. Only their head is looking a different direction.

This is DEFINITELY a copy of one or the other (not sure which came out first)-- it cannot be a coincidence.

It's not.

A link to a wiki about the artist of the Ravenloft cover.

http://en.wikipedia.org/wiki/Clyde_Caldwell

Alot of his work was plagiarized by a cult member named "Tamar", why NES got a cultist to do the cover of one of thier games I don't know but I bet he worked cheap.

I can't find a refrence though that this "Tamar" is the cover artist though, if someone could find that and post it I would be interested. I have dial up so that 13 minute long flash here might even compare the images, it would just take me all day to download it.

http://www.xfamily.org/index.php/Plagiarized_art

A little back on target, I don't know who came up with the idea first of making undead reanimate after first killing them, but it sure is fun in video games and I have done it as a homebrew monster for my game before. I do love the idea that some of the best ideas from any medium novels, movies, or video games are making the way into 4E.
 

log in or register to remove this ad


Jonathan Moyer said:
I wish Clyde Caldwell would do some 4e art. I always like that little "s" thing he used as a signature. :(

Not a huge fan of his work, but man oh man was he the master of the chainmail bikini.
 

MoogleEmpMog said:
Nah, as noted above, it's so Castlevania.

In other words, AWESOME. :D
Well, to be precise, in Castlevania, the skeletons get up by themselves. In Diablo II, the undead are raised by the Undead Raising Monster, which must be killed to stop that happening.

Anyway, I was mostly joking. It is, indeed, awesome. I'm still gunning for a Diablo II-style necromancer.
 

Dr. Awkward said:
Well, to be precise, in Castlevania, the skeletons get up by themselves. In Diablo II, the undead are raised by the Undead Raising Monster, which must be killed to stop that happening.

Anyway, I was mostly joking. It is, indeed, awesome. I'm still gunning for a Diablo II-style necromancer.

Ah, OK. I was bored stiff (pun only somewhat intended) by Diablo 1, so I never got 2 and didn't recognize that.

Put that way, it makes ME think of Angels and Archangels in Heroes of Might and Magic, who could rez other stacks in combat and were ALSO awesome. :)
 

MoogleEmpMog said:
Ah, OK. I was bored stiff (pun only somewhat intended) by Diablo 1, so I never got 2 and didn't recognize that.

Put that way, it makes ME think of Angels and Archangels in Heroes of Might and Magic, who could rez other stacks in combat and were ALSO awesome. :)
Well, Diablo II was a better version of the "click until the monsters are dead" system. And, AFAIAC, should have been the last version. It had a few interesting things in it. My favourite, as I mentioned above, was the necromancer. This character's powers amount to low-powered direct-damage, curses and debuffs, and raising dead monsters to serve him. His entire shtick was to stand back, curse the enemies, and let his expendable undead minions (and less-expendable golems) chew away at them. Despite the fact that minions and companions are currently out of fashion, I'd love to see a necromancer built around this concept for 4th edition.

He would be a controller/defender, and his abilities would include:
1. Short-term raise dead that creates minions whose power is based on the caster, not the creature being raised
2. Companion golems at higher levels--very weak compared to "real" golems, but essentially mini-tank front-line combatants (the defender aspect of the class) that come in different themed styles, the selection of which constitutes a tactical choice.
3. Curses and debuffs
4. Very limited direct damage, to get the ball rolling with the raise dead effects at low levels, before you have a golem to provide dead bodies for you.

In order to prevent the necromancer from dominating the combat turn with his minions' actions, I suggest that minions be limited to "attack for damage" on their turns, which always occur on the necromancer's initiative. Any special effects like the blood golem's health leech (feeds health back to both the golem and the necromancer) should be conceived as automatic abilities that do not require player choice, cannot be turned off, and are quick to resolve. I also suggest a fairly low (3, perhaps) number of minions active at one time.

A necromancer would be a total wuss in melee combat without his minions, and so his strategy should be to hide back, throw his direct-damage effects until someone's dead, and then use the bodies of the dead to attack the still-living. The raise effects may work well as "until the end of the encounter" at-will effects, while the golem could be a per-day effect with no maximum duration. The effect of having a necromancer in your party would be that you have the ability to turn a slight advantage into a cascading victory, as the necro raises the dead to add to his side's power.

Anyway, I just love the concept of a character who relies almost entirely on minion farming, and would like to see it realized in a tabletop environment.
 

Paraxis said:
So now not only are they taking things right out of WoW but they rip off Diablo 2 now aswell...damn those guys they can't think of anything new!....... ;)

I just wanted to say that before anyone else did. Because you all know someone was going to.

I honestly think those encounters sound cool, I like the idea of bats that make darkness they see through (blatant speculation) and the idea of a zombie leader reanimating the fallen under his command sounds cool to me.

Great ideas both of them. :cool:

Ohh, and I like the concept of the 4 zombies + 2 traps in one encounter. That is one area I wish we had some more insight into exactly what will consitute a trap and how they are going to play into encounters, sounds like traps will have a role during more combats then they do now. Thinking Trap=Encounter Zone out of IH maybe.

Since I detest the new rules I can always hope Blizzard finds a reason to sue wotc for infringement :)
 

Scribble said:
Upon becoming "bloodied" elder vampires exclaim "And now you see my TRUE Form!" At which point their abilities double, and they grow one size category larger......

Upon reaching 0 Hit Points, an Elder Vampire exclaims "And now you see my REALLY TRUE FORM!" At which point they heal half their hit points, and again grow one size category larger.
And that's the point when your paladin will use his 'Holy Water Rainstorm' 1/day power :D
 


Gwathlas said:
Since I detest the new rules I can always hope Blizzard finds a reason to sue wotc for infringement :)

If you detest the new rules so much, perhaps you shouldn't be posting in a forum dedicated to discussing them. Coming in here must be like repeatedly poking yourself in the eye with a stick. Perhaps you should stop.

We invite you to spend some time taking part in one or more of the thousands of threads we have that don't deal with 4e. We strongly suggest you not spend time in this forum if it means you post one line threadcraps of your annoyance and dislike. They are not constructive to the conversation.
 

Remove ads

Top