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<blockquote data-quote="77IM" data-source="post: 4807933" data-attributes="member: 12377"><p>Done! I made two throngs of kobolds: <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/256790-kobolds-lifes-little-failures.html#post4807908" target="_blank">http://www.enworld.org/forum/4e-fan-creations-house-rules/256790-kobolds-lifes-little-failures.html#post4807908</a></p><p></p><p>It took me 13 minutes, and a lot of that time was spent formatting. Anyone checking my math will note that the kobold raiders have not got as much vulnerability as they should; it didn't feel like level 6 kobolds should have all of Vulnerability 10.</p><p></p><p>I heavily modified these throngs. The mob attack, trap sense, and shifty were just too many traits. I folded mob attack into combat advantage (an additional bonus when they have combat advantage), and elements of both mob attack and shifty are subsumed by throng movement (the thing where creatures in the throng's space grant it combat advantage).</p><p></p><p>Simpler creatures make the best throngs. Because throngs have so much going on (the aura, the resistances, the strange movement and targeting rules), a creature with a ton of traits/features/passive powers might get too complicated, and the DM might start forgetting about some of the powers. </p><p></p><p>So it's better to drop unnecessary powers, such as those that don't make sense on a throng or don't seem as useful (really, the kobold throngs aren't going to be navigating traps, and shifting and ganging up is not as useful to such large creatures). Sometimes, you can figure out the "flavor" of those powers and roll them into existing powers (like I tried to do with the kobold's combat advantage).</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4807933, member: 12377"] Done! I made two throngs of kobolds: [url]http://www.enworld.org/forum/4e-fan-creations-house-rules/256790-kobolds-lifes-little-failures.html#post4807908[/url] It took me 13 minutes, and a lot of that time was spent formatting. Anyone checking my math will note that the kobold raiders have not got as much vulnerability as they should; it didn't feel like level 6 kobolds should have all of Vulnerability 10. I heavily modified these throngs. The mob attack, trap sense, and shifty were just too many traits. I folded mob attack into combat advantage (an additional bonus when they have combat advantage), and elements of both mob attack and shifty are subsumed by throng movement (the thing where creatures in the throng's space grant it combat advantage). Simpler creatures make the best throngs. Because throngs have so much going on (the aura, the resistances, the strange movement and targeting rules), a creature with a ton of traits/features/passive powers might get too complicated, and the DM might start forgetting about some of the powers. So it's better to drop unnecessary powers, such as those that don't make sense on a throng or don't seem as useful (really, the kobold throngs aren't going to be navigating traps, and shifting and ganging up is not as useful to such large creatures). Sometimes, you can figure out the "flavor" of those powers and roll them into existing powers (like I tried to do with the kobold's combat advantage). -- 77IM [/QUOTE]
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