First off, I like the Hit Dice mechanics for healing, and don’t have a problem with how HP’s are gained each level. Those are fine, but I think some of the other posters are right, just call ‘Hit Dice’ used for natural healing something else (surges, first aid, recovery dice, etc). ‘Hit Points’, as defined by M.Mearls, raises my hackles. Actually, it’s just a different way of saying ‘Wound Points’ and ‘Vitality Points’ like the Star Wars games. Which I liked, and they worked well, but...
View full commentFirst off, I like the Hit Dice mechanics for healing, and don’t have a problem with how HP’s are gained each level. Those are fine, but I think some of the other posters are right, just call ‘Hit Dice’ used for natural healing something else (surges, first aid, recovery dice, etc).
‘Hit Points’, as defined by M.Mearls, raises my hackles. Actually, it’s just a different way of saying ‘Wound Points’ and ‘Vitality Points’ like the Star Wars games. Which I liked, and they worked well, but it’s not how I see ‘Hit Points’ in DnD. Maybe I could even get behind your definition if it works well, except for this:
By stating that this is how you view ‘Hit Points’, and making that part of the Core system, you are taking away how I see ‘Hit Points’ and replacing them with your version. I don’t want you telling me how to play a class, or what roles a class should fill. So don’t try and tell me how I should view ‘Hit Points’, either.
Also, it ties into another problem with DnDNext that, as I understand it, is still being worked on. That is the Armor situation. People take M.Mearls definition of ‘Hit Points’ and use it to rationalize why Armor makes PC’s harder to hit, rather than provides protection from damage. I don’t like that Armor works like that in DnD, and always house-rule it differently. So don’t force your definition of ‘Hit Points’ on me, because I have more than one reason to ignore it.
I like concept A the best. The other examples don't show enough 'bear'. See also Curse of the Asure bonds - my original introduction to owlbears. www.gamebanshee.com/curseoftheazurebonds...
I like the anatomy and the "mammal snout" of the second design but the exposed skull looks too wrock. While I always though of it as a creature of mystical (almost fey) origin it also was clear to me that it is "of the forest". I might be totally wrong. The skin on the legs and feathers on the body should feel to the touch like an owl but the feathers and pigmentation of the skin should look different in each forest depending on foliage and season. Thinking of this I wouldn't be...
View full commentI like the anatomy and the "mammal snout" of the second design but the exposed skull looks too wrock.
While I always though of it as a creature of mystical (almost fey) origin it also was clear to me that it is "of the forest". I might be totally wrong.
The skin on the legs and feathers on the body should feel to the touch like an owl but the feathers and pigmentation of the skin should look different in each forest depending on foliage and season. Thinking of this I wouldn't be surprised to know that they shed their feathers as the seasons change ("Winter-shade owlbear feather" sounds like a ritual-component), white/blackish/brown for winter, shiny-deep green/brown/gray in spring, deep bluish green most of the year (maybe the vivid color of a local flower at the "owl-ears" feathers).
The "wing" (or better the feather cape descending from the arms) gets longer with age and it gets somewhat longer for females tending the offspring (Imagine a mother owlbear covering 2-3 chick-pups with her blanket of feathers).
As for the color of the eyes gold-brown during the day and almost glowing silver with a faint bluish hue during the night.
See the claws on the front paws as very short mostly straight mining picks, ideal to dig frozen soil or to break armor plates. The hind claws I would describe as hooks (a bit thicker/sturdier than owl-claws) which help to climb trees... or just imagine a specimen leap-grabbing onto a poor soul and charging forward on his arms while pulling the victim over roots, branches & rocks.
But of course it is a omnivore (surely any forest would lose its fauna to a fit "predator" like this), and so I think that the pointy "snout" - with a line teeth that looks almost human ones sorted into a two triangles - serves to dig up fungi and insects /this also implies an acute sense of smell/.
The roots of a tree plagued by fungal-infection could serve as nest. The owlbear would get food and tree would get saved.
So, the Far Realm bases its mannerisms on Harvey Keitel in Bad Lieutenant?
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