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The Three Act Goblin
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<blockquote data-quote="moxcamel" data-source="post: 5347649" data-attributes="member: 67954"><p>Thanks for the input, really appreciate it. The concept is still very much "alpha," and although it's an intriguing idea (to me at least), you're right to be sceptical. Hopefully I haven't given the impression that everyone should implement this design in their campaign RIGHT NOW!!!!! <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></p><p>I designed this power with three thoughts in mind:</p><p>- this is a first level solo monster. Since characters are rather fragile at 1st level, I want to be careful about the amount of damage he's putting out.</p><p>- I thought about giving the spin kick to him as a minor action. But to me anyway, it's flavor breaking. Nograg isn't a kung-fu monk-ish monster, he's just picked up a handy way get himself out of a tough situation.</p><p>- I didn't so much design the power as a way to deal damage, as a way to break Nograg out of a potential lock-down.</p><p></p><p>Having said that, I do agree that overall he's dishing out less damage than he should. He's on the drawing board as we speak, and one of the things I'm playing around with is giving him a glaive to strike up to 3 opponents in reach as a standard at-will.</p><p> </p><p></p><p>I'm inclined to agree.</p><p> </p><p></p><p>I might bump it up to twice per encounter, but laying a PC out prone denies him a basic action for a whole round, which is pretty "oomphy". <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=":)" /> Having said that, since he's in "brute" mode it might make sense to either add a stun or add the secondary attack as you suggest.</p><p> </p><p></p><p>So at this stage, damage isn't a prime concern for Nograg. He's in "controller" mode (as a mechanic of course, he doesn't change colors or anything <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />), and his prime concern is getting away. The net is kind of his last ditch effort at holding an attacker in place long enough for him to run away. Having said that, a d4 damage on the initial hit probably wouldn't be out of order. Having it affect more targets is also worth exploring.</p><p> </p><p></p><p>Yes, agreed.</p><p></p><p></p><p>Hmm. Well the whole idea of "stages" isn't my idea; that belongs to the Angry DM, whose blog post on the 3-act boss I linked to in the OP. Obviously there's a little bit of hand-waving going on between the stages, but I still believe that handled correctly it can be seamless to the point where the players don't even know that he is mechanically a new monster. Rules lawyers will of course demand to know just what mechanic it is that lets Nograg shake off an effect without even a roll, so it's up to the DM how they want to handle the meta-gaming explanations. But as far as role-playing, I think the transitions are pretty seamless. I just don't see anything video-gamey about it.</p></blockquote><p></p>
[QUOTE="moxcamel, post: 5347649, member: 67954"] Thanks for the input, really appreciate it. The concept is still very much "alpha," and although it's an intriguing idea (to me at least), you're right to be sceptical. Hopefully I haven't given the impression that everyone should implement this design in their campaign RIGHT NOW!!!!! :) I designed this power with three thoughts in mind: - this is a first level solo monster. Since characters are rather fragile at 1st level, I want to be careful about the amount of damage he's putting out. - I thought about giving the spin kick to him as a minor action. But to me anyway, it's flavor breaking. Nograg isn't a kung-fu monk-ish monster, he's just picked up a handy way get himself out of a tough situation. - I didn't so much design the power as a way to deal damage, as a way to break Nograg out of a potential lock-down. Having said that, I do agree that overall he's dishing out less damage than he should. He's on the drawing board as we speak, and one of the things I'm playing around with is giving him a glaive to strike up to 3 opponents in reach as a standard at-will. I'm inclined to agree. I might bump it up to twice per encounter, but laying a PC out prone denies him a basic action for a whole round, which is pretty "oomphy". :) Having said that, since he's in "brute" mode it might make sense to either add a stun or add the secondary attack as you suggest. So at this stage, damage isn't a prime concern for Nograg. He's in "controller" mode (as a mechanic of course, he doesn't change colors or anything :D), and his prime concern is getting away. The net is kind of his last ditch effort at holding an attacker in place long enough for him to run away. Having said that, a d4 damage on the initial hit probably wouldn't be out of order. Having it affect more targets is also worth exploring. Yes, agreed. Hmm. Well the whole idea of "stages" isn't my idea; that belongs to the Angry DM, whose blog post on the 3-act boss I linked to in the OP. Obviously there's a little bit of hand-waving going on between the stages, but I still believe that handled correctly it can be seamless to the point where the players don't even know that he is mechanically a new monster. Rules lawyers will of course demand to know just what mechanic it is that lets Nograg shake off an effect without even a roll, so it's up to the DM how they want to handle the meta-gaming explanations. But as far as role-playing, I think the transitions are pretty seamless. I just don't see anything video-gamey about it. [/QUOTE]
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