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Immortals Handbook: Gods & Monsters 5E Early Preview (Feedback encouraged)
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<blockquote data-quote="dave2008" data-source="post: 8781785" data-attributes="member: 83242"><p>[USER=326]@Upper_Krust[/USER] , thank you for sharing! Here are my thoughts:</p><ol> <li data-xf-list-type="ol">Overall design and formatting seem good. The stat block border seems to be a bit much to me, but it also helps to set it apart. Maybe make the border a little thinner. It is odd that the legendary actions are not in the statblock proper.</li> <li data-xf-list-type="ol"><strong>Damage Threshold.</strong> I am not a fanning of a mechanic having the same name as a mechanic in 5e, but that functions differently. I would either use the 5e mechanic or change the name.<ol> <li data-xf-list-type="ol">EDIT: this dragon's threshold seems very high and would really disadvantage martials. How are you figuring this in your CR calculations?</li> </ol></li> <li data-xf-list-type="ol"><strong>Bloodied.</strong> I am not a fan of a universal mechanic for the bloodied condition. I prefer the specific monster / feature use in 4e. For instance, this particular version (max damage given and received) isn't something I would want for every monster, as I don't particularly like it, but might make sense for a specific monster. </li> <li data-xf-list-type="ol"><strong>Saving Throws. </strong>I believe a dragon should have good saving throws (I tend give them 3-5), but this guy as none. That seems odd to me.</li> <li data-xf-list-type="ol"><strong>Weak Spot</strong>. That seems fun, reminds me of you 4e work. How do you see these impacting CR? Presonally I would want a creature with a weak spot to hit above average on CR, and it comes down to its CR if you get the weak spot.</li> <li data-xf-list-type="ol"><strong>Bonus Actions.</strong> I think both make some sense being moved to bonus actions. May have to think about this some more though. Not 100% sold that it isn't better to just wrap these into the attack action.</li> <li data-xf-list-type="ol"><strong>Flight Actions. </strong> I like the idea of these, but wish they were off to the side and not in the stat block. A side bar like "dragon magic" or "hag coven." This would allow space for more dragon specific abilities.</li> <li data-xf-list-type="ol"><strong>Breath Weapon.</strong> I like having two versions (I do something similar), but the damage is to low. Remove it from the multiattack and allow to do the full rounds DPR. Or make it charge up a round and do two rounds worth of DPR! If you want another breath attack the it can use every round give it a lesser version too (similar to this one), but it needs a really scary breath weapon. This is not it.</li> </ol><p></p><p>Overall nice work and look forward to the deity statblock. That said, I question some for your "new" mechanics and I think this dragon could use another pass. Thank you for sharing!</p></blockquote><p></p>
[QUOTE="dave2008, post: 8781785, member: 83242"] [USER=326]@Upper_Krust[/USER] , thank you for sharing! Here are my thoughts: [LIST=1] [*]Overall design and formatting seem good. The stat block border seems to be a bit much to me, but it also helps to set it apart. Maybe make the border a little thinner. It is odd that the legendary actions are not in the statblock proper. [*][B]Damage Threshold.[/B] I am not a fanning of a mechanic having the same name as a mechanic in 5e, but that functions differently. I would either use the 5e mechanic or change the name. [LIST=1] [*]EDIT: this dragon's threshold seems very high and would really disadvantage martials. How are you figuring this in your CR calculations? [/LIST] [*][B]Bloodied.[/B] I am not a fan of a universal mechanic for the bloodied condition. I prefer the specific monster / feature use in 4e. For instance, this particular version (max damage given and received) isn't something I would want for every monster, as I don't particularly like it, but might make sense for a specific monster. [*][B]Saving Throws. [/B]I believe a dragon should have good saving throws (I tend give them 3-5), but this guy as none. That seems odd to me. [*][B]Weak Spot[/B]. That seems fun, reminds me of you 4e work. How do you see these impacting CR? Presonally I would want a creature with a weak spot to hit above average on CR, and it comes down to its CR if you get the weak spot. [*][B]Bonus Actions.[/B] I think both make some sense being moved to bonus actions. May have to think about this some more though. Not 100% sold that it isn't better to just wrap these into the attack action. [*][B]Flight Actions. [/B] I like the idea of these, but wish they were off to the side and not in the stat block. A side bar like "dragon magic" or "hag coven." This would allow space for more dragon specific abilities. [*][B]Breath Weapon.[/B] I like having two versions (I do something similar), but the damage is to low. Remove it from the multiattack and allow to do the full rounds DPR. Or make it charge up a round and do two rounds worth of DPR! If you want another breath attack the it can use every round give it a lesser version too (similar to this one), but it needs a really scary breath weapon. This is not it. [/LIST] Overall nice work and look forward to the deity statblock. That said, I question some for your "new" mechanics and I think this dragon could use another pass. Thank you for sharing! [/QUOTE]
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