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<blockquote data-quote="Mesh Hong" data-source="post: 4859743" data-attributes="member: 73463"><p>Again I think there is a balance problem with effectively giving a creature 133% HPs for teh same xp.</p><p> </p><p>The rough HPs I would expect for a level 6 lurker is 60. Yours has the standard 60, then an additional 30 when it comes back from the dead. </p><p> </p><p>This really needs balancing somehow, I suppose if you arn't willing to adjust the HPs you could look at the creatures damage output or its defences next?</p><p> </p><p>I wouldn't want to drop the damage output because it seems about right, you could drop the AC by 2.....</p><p> </p><p>....actually you could drop the damage and the AC when it comes back from the dead. But that might get a bit too complicated for a standard creature.</p><p> </p><p>No I am still pretty much of the oppinion that the creature should have about 40 HPs then come back with 20 which gives you the total of 60 HPs which is what you expect for a level 6 lurker.</p><p> </p><p></p><p> </p><p>I like the feel of this mechanic and adds a bit of uncertainty about when and if they are comming back. It might be a <em>little </em>fiddly during play though as its another roll to remember. But it would probably be OK.</p><p> </p><p></p><p> </p><p>Thats quite a nice mechanic as well, how about making it a saving throw, if you pass you take 10 damage and can take your turn as normal, if you fail you attack teh closest ally? Again, its adding another dice roll but it could be amusing.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4859743, member: 73463"] Again I think there is a balance problem with effectively giving a creature 133% HPs for teh same xp. The rough HPs I would expect for a level 6 lurker is 60. Yours has the standard 60, then an additional 30 when it comes back from the dead. This really needs balancing somehow, I suppose if you arn't willing to adjust the HPs you could look at the creatures damage output or its defences next? I wouldn't want to drop the damage output because it seems about right, you could drop the AC by 2..... ....actually you could drop the damage and the AC when it comes back from the dead. But that might get a bit too complicated for a standard creature. No I am still pretty much of the oppinion that the creature should have about 40 HPs then come back with 20 which gives you the total of 60 HPs which is what you expect for a level 6 lurker. I like the feel of this mechanic and adds a bit of uncertainty about when and if they are comming back. It might be a [I]little [/I]fiddly during play though as its another roll to remember. But it would probably be OK. Thats quite a nice mechanic as well, how about making it a saving throw, if you pass you take 10 damage and can take your turn as normal, if you fail you attack teh closest ally? Again, its adding another dice roll but it could be amusing. [/QUOTE]
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