Yay for the simple fix to the zombie, making it a viable monster again, and with a thematic cool ability. Gives me hope for further good changes over time in the play test.
Anyone else spotted fixes to monsters, good or bad?
Dark Acolytes can now cast Cure light wounds and attack on their round. I wonder if this is where they see the cleric spell (and perhaps all healing) going?
They have cut down the number of spells that the various cultists have as well.
Armor Piercing has been re-named Bruiser, deals bludgeoning damage, and now triggers if the attack roll is at least a 5 (no change to the fighter's Glancing Blow, though). The Minotaur has lost it and the Human Berserker (surprisingly) has it now.
I mentioned my hatred for the Drow poison mechanics (and the implications for lack of unified condition mechanics therein) in the other thread so I'll try to stay positive and name off what I see that I like. I'm still very lukewarm regarding the monsters overall (and I expect to be even in the final iteration...that is how good 4e monsters are/were to me). Unlike my typical, wordy diatribes, I'll keep it simple and not expound. In this iteration I like the following monster abilities:
Bad: Bugbears are more dangerous that ogres, since they deal similar damage but can be encountered in larger numbers since they are a level 2 monster.
Also: Why does the Gauntlets of Ogre Power award STR 19, but the Ogre only have STR 18? Does and Ogre have to wear magical Gauntlets of Ogre Power to have Real Ogre Power (tm)?
Yay for the simple fix to the zombie, making it a viable monster again, and with a thematic cool ability. Gives me hope for further good changes over time in the play test.
Anyone else spotted fixes to monsters, good or bad?