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<blockquote data-quote="Tzeentch" data-source="post: 3377289" data-attributes="member: 13222"><p>Very cool!</p><p></p><p> -- Why do so many critters have IMproved Bull Rush? I would imagine that its most appropriate for critters that do knockdowns and charges (like the Lave Surgers).</p><p> -- Immunity to Fire ... ? Doesnt match the game source. They have high FR to be sure, though. Replace with varying levels of SR?</p><p></p><p>Ancient Core Hounds: </p><p> -- Look good. My only concerns are that the Ancient Dread is "castable" in the game (i.e. not necessarily cast immediately) and 6 rounds of confusion seem very harsh.</p><p> -- You combined a few of the abilities I notice, and dropped a few like Ground Stomp <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />~</p><p> -- As they had 6 random abilities you could always have a small table that determined what each one would have.</p><p></p><p>Core Hounds</p><p> -- Hmm these look wierd. They seem remarkably tough if you keep them in such large packs for one thing.</p><p> -- The immolating blast is out of place. No way to model their stacking bite DOT?</p><p> -- The Fiery Regeneration sounds cool but is wonky and seems pretty complex. In D&D you could probably minimize the mechanics and keep most of the feel (without slavishly requiring players to kill an entire pack at once) by just giving them a high regeneration at 0 hp if there are other healthy Core Hounds nearby.</p><p></p><p>Magmadar</p><p> -- Nice! Matches the game feel very well.</p><p></p><p>Molten Giant</p><p> -- The Hide bonus is just silly ...</p><p> -- Rock throwing? Never do that in the game, they are hardcore melee bruisers who don't need anything as ungiantly as a rock.</p><p> -- Most of their spell abilities just seem unnecessary and out of tune with the game source.</p><p> -- No ground slams?</p><p> -- Bull rush does seem appropriate here for their knockback.</p><p></p><p>Ethereal</p><p> -- The Ethereal Armor ability seems odd. Dunno, probably simpler just to stay that they can only wear Light armor and leave it at that (should cover the various types seen in the game).</p><p> -- They can't be resurrected or healed normally perhaps? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> They do the whole "disintegrate" deal when they are killed.</p><p></p><p></p><p>Hakkar</p><p> -- Eh? He's tougher than Magmadar by that much? Seems unlikely even in a rpg conversion <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> And he's a mere +2 CR over him despite the massive TPK abilities and huge hp pool?</p><p> -- The abilities you gave him are just insane compared to his relative power level in the game. Vorpal claws? 3d6 corrupted blood within 60' and MASSIVE energy drain?!</p></blockquote><p></p>
[QUOTE="Tzeentch, post: 3377289, member: 13222"] Very cool! -- Why do so many critters have IMproved Bull Rush? I would imagine that its most appropriate for critters that do knockdowns and charges (like the Lave Surgers). -- Immunity to Fire ... ? Doesnt match the game source. They have high FR to be sure, though. Replace with varying levels of SR? Ancient Core Hounds: -- Look good. My only concerns are that the Ancient Dread is "castable" in the game (i.e. not necessarily cast immediately) and 6 rounds of confusion seem very harsh. -- You combined a few of the abilities I notice, and dropped a few like Ground Stomp :)~ -- As they had 6 random abilities you could always have a small table that determined what each one would have. Core Hounds -- Hmm these look wierd. They seem remarkably tough if you keep them in such large packs for one thing. -- The immolating blast is out of place. No way to model their stacking bite DOT? -- The Fiery Regeneration sounds cool but is wonky and seems pretty complex. In D&D you could probably minimize the mechanics and keep most of the feel (without slavishly requiring players to kill an entire pack at once) by just giving them a high regeneration at 0 hp if there are other healthy Core Hounds nearby. Magmadar -- Nice! Matches the game feel very well. Molten Giant -- The Hide bonus is just silly ... -- Rock throwing? Never do that in the game, they are hardcore melee bruisers who don't need anything as ungiantly as a rock. -- Most of their spell abilities just seem unnecessary and out of tune with the game source. -- No ground slams? -- Bull rush does seem appropriate here for their knockback. Ethereal -- The Ethereal Armor ability seems odd. Dunno, probably simpler just to stay that they can only wear Light armor and leave it at that (should cover the various types seen in the game). -- They can't be resurrected or healed normally perhaps? :) They do the whole "disintegrate" deal when they are killed. Hakkar -- Eh? He's tougher than Magmadar by that much? Seems unlikely even in a rpg conversion :) And he's a mere +2 CR over him despite the massive TPK abilities and huge hp pool? -- The abilities you gave him are just insane compared to his relative power level in the game. Vorpal claws? 3d6 corrupted blood within 60' and MASSIVE energy drain?! [/QUOTE]
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