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2 years ago  ::  Feb 28, 2011 - 11:45AM #21
Seeker95
  • Reasonably Disagreeable
Date Joined: Oct 24, 2001
Posts: 9,933
I like the two-actions idea, and definitely agree that it should be at two different points in the initiative order. Rather than rolling twice for initiative, though, roll only once. Then have his second action take place at the exact half-way point *after* that first turn. Your example shows that, but doesn't describe it, so we might have already been thinking the same thing.
Here are the PHB essentia, in my opinion:
  • Three Basic Rules (p 11)
  • Power Types and Usage (p 54)
  • Skills (p178-179)
  • Feats (p 192)
  • Rest and Recovery (p 263)
  • All of Chapter 9 [Combat] (p 264-295)

A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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2 years ago  ::  Feb 28, 2011 - 12:59PM #22
MiniatureGeek
Date Joined: Jun 6, 2008
Posts: 126

Feb 28, 2011 -- 11:45AM, Seeker95 wrote:

I like the two-actions idea, and definitely agree that it should be at two different points in the initiative order. Rather than rolling twice for initiative, though, roll only once. Then have his second action take place at the exact half-way point *after* that first turn. Your example shows that, but doesn't describe it, so we might have already been thinking the same thing.




I was thinking about that, but wanted to see what others thought.  I felt it made sure he didn't act too soon or too late and made things less complicated, but I want it to still be fair to the PC's as well.  While my intention is to indeed hurt them, I don't want it to come off as this is the DM's PC he is unstoppable.

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2 years ago  ::  Feb 28, 2011 - 1:01PM #23
MiniatureGeek
Date Joined: Jun 6, 2008
Posts: 126
Also I have a PC who has the Gravitational control power which slows creatures it hits, is there a way to limit that powers effectivness or is that taking things too far?
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2 years ago  ::  Feb 28, 2011 - 1:28PM #24
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145
No, you need to go at least that far.  Solos NEED to be able to shuck off conditions, otherwise they are completely dominated by players.  The Orlen and Tembo have a full set of actions on each of their initiative passes.  They also end any conditions on a specific list at the start of each of their turns.  

Another option I use on my solos AND elites (stolen from the links in my sig) is:

Brutal Shakeoff * At-Will
Trigger: Jason begins his turn.
Effect (No Action): Jason may take 5 damage to end any effect that a save can end, or 10 damage to end any effect.  Jason may end any number of effects in this manner.
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2 years ago  ::  Feb 28, 2011 - 1:52PM #25
MiniatureGeek
Date Joined: Jun 6, 2008
Posts: 126

Feb 28, 2011 -- 1:28PM, FlashbackJon wrote:

No, you need to go at least that far.  Solos NEED to be able to shuck off conditions, otherwise they are completely dominated by players.  The Orlen and Tembo have a full set of actions on each of their initiative passes.  They also end any conditions on a specific list at the start of each of their turns.  

Another option I use on my solos AND elites (stolen from the links in my sig) is:

Brutal Shakeoff * At-Will
Trigger: Jason begins his turn.
Effect (No Action): Jason may take 5 damage to end any effect that a save can end, or 10 damage to end any effect.  Jason may end any number of effects in this manner.




I've started reading more of the articles from your sig line, that ability is perfect, it feels like it doesn't totally nerf the players abilities but still allows them to do damage in some for or another.

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2 years ago  ::  Mar 01, 2011 - 4:07PM #26
MiniatureGeek
Date Joined: Jun 6, 2008
Posts: 126
So I'm trying to use the Adventure Tools to create my Jason monster.  I'm having troubles though.  The Gravorg from LoG was what I wanted to use as a base, but I can't find it.  So now I'm trying to just create a new monster, but I don't know exactly how this works, the stats seem to just be based on the type of monster I made it, but the attack value seems to have no effect on xp value. 
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2 years ago  ::  Mar 02, 2011 - 8:15AM #27
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145
First, Gamma World monsters aren't in the Adventure Tools or Compendium and apparently there are no plans to put them there, but at least you can still create your own.

Secondly, XP is based on level and secondary role (standard, minion, elite, solo), nothing else.  There's really no need to tweak it.

Third, stats are based on level and primary role (with occasional secondary role modifications), but those are just average numbers, which is why they have the "high/low" dropdowns, as well as the manual entry option.  Just start with the numbers they give you and tweak up or down as appropriate.  Try to stay within 1 or 2 with attack numbers and defense values.  Use other monsters in a similar role (if you're making a level 6 solo, look for other level 6 solos) for comparison.

Since you have access to the Compendium, search for D&D creatures in the same level and role, but narrow your search to Monster Manual 3 and Monster Vault, or you might get artificially low numbers.  Monster Vault critters are very well designed: many elites and solos have great examples of condition protection and action economy fixes (in particular, look at the "Instinctive Action" on all the dragons).
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2 years ago  ::  Mar 02, 2011 - 8:30AM #28
MiniatureGeek
Date Joined: Jun 6, 2008
Posts: 126
After fiddeling around with the monster builder this is what I have come up with.

My plan is to have the heroes enter the woods, encounter low level first form of Jason (using a miniature from the forest of fear game) They will easily dispatch of him with whatever attack they use first.  After that Gamma Jason will mutate out of his corpse.

Jason Level 2 Solo Brute

Large natural humanoid (human) XP 625
HP 160; Bloodied 80
Regeneration 5 
AC 18; Fortitude 14; Reflex 16; Will 15
Speed 7 Saving Throws +8 Initiative +10 Perception +9 Darkvision

Traits
Now you see him, now you don't.
Jason becomes invisible whenever he starts his turn without an enemy adjacent to him.  The invisibility last until the end of his next turn or until he attacks.

Standard Actions
Melee Machete (weapon) • At-Will
Attack: Melee 1 (one creature); +7 vs. AC; A nice catch all tool.  It can clear a path, dice your food, or eviserate scantily clad teenagers when they take a walk alone in your woods.
Hit: 2d8 + 0 physical damage (crit 4d8).
Melee Gratuitous Violence (weapon) • Recharge 5
Attack: Melee 1 (one or two creatures); +7 vs. Fortitude
Hit: 1d12 + 4 physical damage (crit 1d12 + 16), and the target is dazed until the end of Jason’s next turn.
Melee Surprise Slash • At-Will
Attack: Melee 1 (one creature that cannot see Jason at the start of Jason's turn); +9 vs. AC
Hit: 2d8 + 3 physical damage, and the target falls prone.

Move Actions
Out of Sight • Recharge 5 6
Effect: Jason teleports up to 7 squares away.  This movement does not provoke opportunity attacks.

Triggered Actions
Brutal Shakeoff • At-Will
Trigger: Jason begins his turn.
Effect (Free): Jason may take 5 damage to end any effect that a save can end, or 10 damage to end any effect.  Jason may end any number of effects in this manner.

Str 19 (+5) Dex 16 (+4) Wis 15 (+3)Con 16 (+4) Int 4 (–2) Cha 11 (+1)
Alignment Evil     Languages Common
© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
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2 years ago  ::  Mar 02, 2011 - 8:50AM #29
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145
Thoughts:
  • Replace "invisible" with "hidden" in NYSH,NYD.  Invisible is different from hidden and hidden is what you want.  Creatures that are invisible but NOT hidden can still be attacked (albeit with a -5 for total concealment).  See The Rules of Hidden Club.
  • Drop Surprise Slash and put a clause in Melee Machete that he it's "+X vs. AC; 4d8 physical damage if Jason was hidden from the target when he attacked."  Less to keep track of.
  • Go for bigger static modifiers to your damage expressions - you definitely don't want this guy getting boned by a couple bad rolls.
  • Not a big deal, but teleport already doesn't provoke OAs, so you don't need to include that line.
  • Keep his saving throw bonus at +5.  This is solo standard and no monsters currently have any sort of modification to that.  Brutal Shakeoff gives him the protection he needs.
  • Give him some sort of "more dangerous when bloodied" power.  Maybe something like "Palpable Malice (Aura 1) Any enemy that ends its turn in the aura takes 5 psychic damage.  When bloodied, the aura size increases to 3."
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2 years ago  ::  Mar 02, 2011 - 9:40AM #30
MiniatureGeek
Date Joined: Jun 6, 2008
Posts: 126
Those were all great ideas, I will incorporate them in later and repost the new form.  ThanksLaughing
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