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7 months ago ::
Nov 01, 2012 - 9:20PM
#11
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Regarding Dwarf Thug of DMG2 p.205, as there are no rules for combined attacks, apparently the idea is that instead of doing 1d20 + 20 a number of times equal to the number of Dwarf Thugs, you just combine all their attacks so you roll just 1d20 + 20 + 1 per thug (in the given encounter, 1d20 + 25 instead of 5 rolls of 1d20+20). Faster turn resolving, less fatal for the group, optional and doesn't require the monsters to make Aid Another checks, although a couple of Aid Attacks could certainly help.
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7 months ago ::
Nov 02, 2012 - 3:48AM
#12
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Date Joined:
Apr 14, 2010
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That sounds awesome ! Any way you could send me more detailed info by PM or something ?
The encounter is in your inbox!
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7 months ago ::
Nov 02, 2012 - 12:25PM
#13
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Date Joined:
Mar 28, 2010
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awesome TY
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"
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7 months ago ::
Nov 03, 2012 - 1:44PM
#14
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Regarding Dwarf Thug of DMG2 p.205, as there are no rules for combined attacks, apparently the idea is that instead of doing 1d20 + 20 a number of times equal to the number of Dwarf Thugs, you just combine all their attacks so you roll just 1d20 + 20 + 1 per thug (in the given encounter, 1d20 + 25 instead of 5 rolls of 1d20+20). Faster turn resolving, less fatal for the group, optional and doesn't require the monsters to make Aid Another checks, although a couple of Aid Attacks could certainly help.
Yeah, the archers aiding melee or archers aiding archers was what I was focusing on.
So I'm giving the baseline kobolds (level9 minions) three traits: * They can divide up their move before and after attacking * Mob Tactics or Combined Fire ( depending on if they're melee or archers) * In addition to Shifty I'm thinking of giving them Narrow Escape as an at-will interrupt for when they're subject to a close or area attack, they shift 3 squares. Basically it makes it very hard to catch a lot of them with a fireball.It's also emphasizes how cowardly and skittish they are and how their warrens are riddled with escape tunnels / sized to the kobolds advantage.
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7 months ago ::
Nov 03, 2012 - 1:52PM
#15
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That sounds awesome ! Any way you could send me more detailed info by PM or something ?
The encounter is in your inbox!
Me too! Me too!
What does Tectuktitlay's Narrows do? I take it that's from a Dungeon or Dragon Dark Sun article?
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7 months ago ::
Nov 03, 2012 - 8:28PM
#16
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Regarding Dwarf Thug of DMG2 p.205, as there are no rules for combined attacks, apparently the idea is that instead of doing 1d20 + 20 a number of times equal to the number of Dwarf Thugs, you just combine all their attacks so you roll just 1d20 + 20 + 1 per thug (in the given encounter, 1d20 + 25 instead of 5 rolls of 1d20+20). Faster turn resolving, less fatal for the group, optional and doesn't require the monsters to make Aid Another checks, although a couple of Aid Attacks could certainly help.
Yeah, the archers aiding melee or archers aiding archers was what I was focusing on.
So I'm giving the baseline kobolds (level9 minions) three traits: * They can divide up their move before and after attacking * Mob Tactics or Combined Fire ( depending on if they're melee or archers) * In addition to Shifty I'm thinking of giving them Narrow Escape as an at-will interrupt for when they're subject to a close or area attack, they shift 3 squares. Basically it makes it very hard to catch a lot of them with a fireball.It's also emphasizes how cowardly and skittish they are and how their warrens are riddled with escape tunnels / sized to the kobolds advantage.
Personally I'd say an immediate reaction on a miss they can shift their speed, because a 1/round ability to completely negate area attacks is... pretty brutal in my opinion. Your kobolds though, not mine.
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7 months ago ::
Nov 04, 2012 - 6:47AM
#17
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Date Joined:
Mar 13, 2008
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That sounds awesome ! Any way you could send me more detailed info by PM or something ?
The encounter is in your inbox!
Me too! Me too!
What does Tectuktitlay's Narrows do? I take it that's from a Dungeon or Dragon Dark Sun article?
Yup, this was an extremely cool and rather terrifying encounter. Especially since we played it with the usual encounter assumptions, which turned out to be horribly, terribly wrong.
"Changing into a porcupine here! Also, this rock is getting closer!" "There's a door here! It's locked and very probably trapped! Now what?" "Phase through it and unlock it from the other side! I'M ON FIRE!" "Right, I'm through… … … ARGH! I'm being harpooned by a pillar with active circle saws and raked in! AAAAH!"
Guess who didn't unlock the door from the other end.
Heroic Dungeon Master
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7 months ago ::
Nov 04, 2012 - 12:16PM
#18
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Tucker's Kobolds never actually worked. Story was fake.
In 4e terms though, it's just an encounter with a bunch of underleveled Effect: line damage hazards and minions. Which works, though it's a horrendous abuse of the XP budget.
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7 months ago ::
Nov 04, 2012 - 1:22PM
#19
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Date Joined:
Aug 29, 2012
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That sounds awesome ! Any way you could send me more detailed info by PM or something ?
The encounter is in your inbox!
Me too! Me too!
What does Tectuktitlay's Narrows do? I take it that's from a Dungeon or Dragon Dark Sun article?
ditto!!!!!!! plzzzzz
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7 months ago ::
Nov 04, 2012 - 1:39PM
#20
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Tucker's Kobolds never actually worked. Story was fake.
In 4e terms though, it's just an encounter with a bunch of underleveled Effect: line damage hazards and minions. Which works, though it's a horrendous abuse of the XP budget.
Even if the story itself was fake, nothing wrong with trying to challenge PCs with underleveled monsters, although anything below 4 levels of the PC in 4E takes a lot of creativity to be even more mildly threatening than stinging or annoying. Which is all the more reason why I love the discussions on the matter :P
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