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Monster Arena

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SparkImpulse
ZamuelNow
Z2
Dusk Raven
Grey Pen The Flawed
The Warrior of Many Faces
LoganAura
Dr Blight
Xel Unknown
Desperado
Commander Shepard
Brony 7 of 9
AProcrastinatingWriter
SilentBelle
Cardbo
Philadelphus
tygerburningbright
Garran Tomekeeper
Demonu
MirrorImage
Karilyn
Masterweaver
Stairc -Dan Felder
AlicornPriest
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Post  tygerburningbright Mon Apr 08, 2013 7:59 am

Right have three more for you that need a rush put on them
this pair
King Crab
HP 200
Traits

Gold Shell
Resist 1

Why must you leave me?
If there is a Queen Crab in battle with 0 or less hp double the number of all dice


[+3] Claw Smash
Deal 1d10 damage to target creature

[+3] Guillotine
Roll 6d10s then deal damage to target equal to all the rolls of 10

[+1] Water shot
Deal 3D8 damage to target and adjacents

[-2] Crabhammer
Deal 2D12 damage to two targets and this creature gains 1D12 hp

[-6] Vicegrip
Target is stunned and suffers 1D8 ongoing damage (save ends both) while effected by this the target may make saves at the start of their turn as well as at the end.


Queen Crab
HP 100
Traits

Bronze shell
Resist 3

I can’t live without you interrupt
Trigger A King Crab would be reduced to 0 or less HP
Effect this creature transfers all it’s remaining HP to King Crab.


[+3] Wide Guard Standard Utility
Gain 3 additional resistance and redirect any attacks that target one ally to this creature until the end of this creature’s next turn.

[+2] Leer Standard Utility
Target suffers 1D6 vulnerability (save ends)

[+1] Bubbles Standard Utility
target and adjacents are dazed (save ends)

[-2] Slam Standard Utility
Target is weakened and blinded (save ends separate)

[-3] Brine Standard Attack
Remove all save ends effects and deal Xd10 damage to target creature where X is the number of effects removed this way

[-6]Tidal wave Standard Utility
remove all conjurations and any effects that last until the end of the battle.

and this beast
Ancient dragon of the Void
240
traits

Supermassive
Is considered to be adjacent to itself

Slow starter
gain resist 2X where X is the turn number

Worldly experience
Make saving rolls at +7 and at the start of the turn

Rage of the bound
Whenever this creature would be stunned or dominated instead it is dazed,weakened, confused,and rolls twice as many dice on all attacks (save ends separate)

Dragon of the Void
If the maximum value on a damage die is rolled then the target loses 1D20 Pips

Experienced
This creature starts with four pips

Gradual anger
For every ten points of damage this creature takes it gains one pip

[+3] Smash Standard Attack
Deal 1d10 damage to target

[+2] Mighty Guard Standard Utility
Until the end of this creature’s next turn it takes half damage and deals half damage

[+1] Dragon breath Standard Attack
Deal 3d8 damage to target and adjacents

[-1]Batter minor Utility
Target loses any resistance and regeneration for one turn

[-2]Prideful attack interrupt
Trigger an enemy would negate an attack
Effect Deal 1D20 damage to trigger this effect can not be negated

[-4]Dark Flare Standard Attack
Target and adjacents each take 15 points of damage

[-8] The Greatest Standard Attack
Up to six targets take 4D10 damage and 2D8 ongoing damage (save ends)
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Post  SilentBelle Mon Apr 08, 2013 11:16 am

I forgot about this post... oops.

So in what order do you want me to test first? And how many ponies are you intending on facing with theses monsters?
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Post  Xel Unknown Mon Apr 08, 2013 3:13 pm

tygerburningbright wrote:Supermassive
Is considered to be adjacent to itself

Slow starter
gain resist 2X where X is the turn number

Worldly experience
Make saving rolls at +7 and at the start of the turn

Rage of the bound
Whenever this creature would be stunned or dominated instead it is dazed,weakened, confused,and rolls twice as many dice on all attacks (save ends separate)

Dragon of the Void
If the maximum value on a damage die is rolled then the target loses 1D20 Pips

Experienced
This creature starts with four pips

Gradual anger
For every ten points of damage this creature takes it gains one pip
Ok, I've gotta comment on a few of these traits:

Supermassive: Funny, I like this one, but minor problem. What number of targets is this beast? A basic 3 target attacks therefore AOEs get x3 damage or will only the attacks that use Adjactent Rules get the bonus?

Slow Starter: I'd say let it go last and start with 6 resist or something, But with having resistance that high, I'd also say you kinda should have it do some other type of damage, but that's just me I'm of the mindset that when people learn that they're damage deals nothing or can't do anything that only drains fun for all.

Worldly experience: Overall a solid looking trait on paper, but a total pain if any player is playing a Debuffer roll.

Rage of the bound: I like this trait, but in combo with Worldly Experience, Mmmm... I'm not sure. Worth testing out regardless. Might work.

Dragon of the Void: OH MY GOD NO!!! Regarldess of dicerolls, just... Pip loss is EXTREAMLY hard to play right. Unless this is used as an end boss level fight, this could lead to major loss of fun for the players. And then again, even as an Endgame Boss, still not sure losing 1d20 pips is the way to go, I'd say have it be 1d6 or 1d4 pips... Just losing ONE pip can mess up players in ways that just feels like a major dick move for most bosses.

Experienced: A nice trait, I got zero complaints.

Gradual anger: Really nice trait idea, This is the type of trait that you'd best inform the players when it triggers. But that's just my two bits. Otherwise really cool idea, and I'd enjoy seeing more with something like this.
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Post  tygerburningbright Mon Apr 08, 2013 4:44 pm

SilentBelle wrote:I forgot about this post... oops.

So in what order do you want me to test first? And how many ponies are you intending on facing with theses monsters?

First both crabs
then dragon
then the minons
last the master.
I'm just looking for a rating at the moment

Xel Unknown wrote:
Supermassive: Funny, I like this one, but minor problem. What number of targets is this beast? A basic 3 target attacks therefore AOEs get x3 damage or will only the attacks that use Adjactent Rules get the bonus?
It counts as one target unless the attack hits Adjacents
Xel Unknown wrote:
Slow Starter: I'd say let it go last and start with 6 resist or something, But with having resistance that high, I'd also say you kinda should have it do some other type of damage, but that's just me I'm of the mindset that when people learn that they're damage deals nothing or can't do anything that only drains fun for all.
What I had in mind was a bit more extreme... say on turn 1 it has 2 resist then on turn 2 it has 4 and so on but what you wrote might be a bit better.
Xel Unknown wrote:
Worldly experience: Overall a solid looking trait on paper, but a total pain if any player is playing a Debuffer roll.
Would lowering it to 5 be better?
Xel Unknown wrote:
Rage of the bound: I like this trait, but in combo with Worldly Experience, Mmmm... I'm not sure. Worth testing out regardless. Might work.
one of the reasons I put this here.
Xel Unknown wrote:
Dragon of the Void: OH MY GOD NO!!! Regarldess of dicerolls, just... Pip loss is EXTREAMLY hard to play right. Unless this is used as an end boss level fight, this could lead to major loss of fun for the players. And then again, even as an Endgame Boss, still not sure losing 1d20 pips is the way to go, I'd say have it be 1d6 or 1d4 pips... Just losing ONE pip can mess up players in ways that just feels like a major dick move for most bosses.
I appear to have been in a vengeful mood when I made this... 1D6 sounds good.
Xel Unknown wrote:
Experienced: A nice trait, I got zero complaints.
That is because I may have copied it from another monster...
Xel Unknown wrote:
Gradual anger: Really nice trait idea, This is the type of trait that you'd best inform the players when it triggers. But that's just my two bits. Otherwise really cool idea, and I'd enjoy seeing more with something like this.
that is a good idea now just how to word it...
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Post  Xel Unknown Mon Apr 08, 2013 5:10 pm

I think the biggest problem with Worldly experience is that you are giving two Extreamly strong bonuses at once. Making Save Throws at the start of one's turn allows one to possiblity TAKE NO DAMAGE after giving it ongoing. So you'd punish those types of players that like to use that stat. Or basically any save ends effects. The more I think about it, I say, have either it get's a debuff to saves and takes all saves at the start of turn, or just get's a bonus to those.

And the Critical effects are nicer as a d6 then a d20... But still as worded it'll trigger with ANY diceroll, even a saving throw if a nat 20 happens... The more I think about that, it's gotta do something else to offset the fact players are going to have their strategy ruined by losing pips. Like maybe have it lose some HP as well. Or have it be like 1d4-1 pip loss. *shrugs*

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Post  tygerburningbright Mon Apr 08, 2013 5:46 pm

Would Experience just allowing it to make saves at the start of the turn without any bonus be ok?

The crit is only for damage dice...
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Post  Xel Unknown Mon Apr 08, 2013 6:39 pm

Yeah no bonus and start of turn saves seems fair.

True, it only triggers on a crit with a damage dice roll... But from the attacks I've seen, it's got not that sabby odds of triggering a crit. In fact I think it might be a bit OP with just being ONE pip the players lose. Like I said, it's hard to. Deal with pip messing with for players. This combat system is BUILT to work by getting pips to then spend them on your turn to do things. Just losing ONE pip, might lead a player to go crazy and not feel like they got a clue what they can do feel helpless in ways I can't explain until you end up on the receveing end of such an event.
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Post  tygerburningbright Mon Apr 08, 2013 6:52 pm

It's odds for getting a crit are never higher than 50% but I see your point you suggested 1d4 does that seem more fair?
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Post  ZamuelNow Mon Apr 08, 2013 6:59 pm

Shouldn't players learn to adapt, though? 1d20 seemed crazy but pip loss seems like it should be in the system as a way to shake things up. The main problem I see from my admittedly inexperienced eye is that the way it triggers feels weird. It's not a leech style enemy with attacks that do that (and thus you focus fire early on) or an open field/land/zone that sucks away pips passively over time. It's punishing someone for a critical success, which just feels wrong.
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Post  tygerburningbright Mon Apr 08, 2013 7:04 pm

It is the monster's crit I think that I should have made that clearer though...
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Post  Xel Unknown Mon Apr 08, 2013 7:04 pm

Yeah.... The more I keep thinking the best would be just having it be one pip people lose... But yeah... Having the diceroll be it's lowest the better overall when it comes to forcing pip loss in players.
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Post  SilentBelle Mon Apr 08, 2013 9:24 pm

I did both crabs at once against a competent party of 5.

The overall danger rating of the two combined is 5. Pretty good.

Party Stats:HP/Pips
P1 = -20HP/0 = Comatose
P2 = 19HP/4
P3 = -2/0 = Unconscious
P4 = -31/0 = Dead
P5 = 1/2

It was a really close battle.

Now issues I have with the monster:
King Crab:
[+1] Water shot
Deal 3D8 damage to target and adjacents
This is it's best move, followed closely by Crab Hammer. Between those two moves I never had to use anything else, because it didn't make sense to.

Suggestions: Make the other moves powerful enough to make them a viable option and to give a level of diversity to the monster's move choice. Cause honestly, it's hard to choose anything else when you can deal about 40 damage to the enemy team per turn with Water Shot.

[+3] Claw Smash
Deal 1d10 damage to target creature

Change this to

[+2] Claw Smash - Standard Attack
Deal 3d10 damage to target creature

[+3] Guillotine
Roll 6d10s then deal damage to target equal to all the rolls of 10

Change this to

[+3] Guillotine - Standard Attack
Roll 6d10. Deal target creature 5 damage for every 9 or 10 rolled in this manner.

[-6] Vicegrip
Target is stunned and suffers 1D8 ongoing damage (save ends both) while effected by this the target may make saves at the start of their turn as well as at the end.

Change this to:

[-6] Vicegrip - Minor Utility
Target is stunned and suffers 1D8 ongoing damage (save ends both) while effected by this the target may make saves at the start of their turn as well as at the end.

Also, the battle took 11 rounds, I'd suggest cutting back the HP of the King Crab to about 150

By the way I love the trait that this guy has when the queen dies. Double dice rolls! It get's crazy dangerous.


Now for the Queen: Similar issues:

[+1] Bubbles Standard Utility
target and adjacents are dazed (save ends)

This move is it's best move, bar none. So I'd recommend upping the effectiveness of the others:

Wide Guard is fine as it is.

[+2] Leer Standard Utility
Target suffers 1D6 vulnerability (save ends)

Change to:

[+2] Leer - Standard Utility
Up to six target creatures suffer 4 vulnerability (save ends)

[-2] Slam Standard Utility
Target is weakened and blinded (save ends separate)

Change to:

[-1] Slam - Standard Utility
Target Creature is Weakened (save ends) and Blinded (Save ends)

Brine is fine.

And Tidal Wave is good for certain builds. Maybe cause it to remove any number of (save ends) effects as well to increase it's usefulness.

Cut the Queen's HP down to 70. The battle lasted too long, and the really interesting parts were right at the beginning and right towards the end.

Hope that helps Smile
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Post  tygerburningbright Tue Apr 09, 2013 7:36 am

All those changes look good thank you.
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Post  Z2 Tue Apr 09, 2013 8:26 am

tygerburningbright wrote:
[-2]Prideful attack interrupt
Trigger an enemy would negate an attack
Effect Deal 1D20 damage to trigger this effect can not be negated

¬.¬ ------ Laughing

Challenge accepted.
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Post  tygerburningbright Tue Apr 23, 2013 8:03 am

Forgot to post this earlier but this is the final version of the traits for the dragon.
Supermassive
Is considered to be adjacent to itself

Worldly experience
Make saving rolls at the start of the turn

Rage of the bound
Whenever this creature would be stunned or dominated instead it is dazed,weakened, confused,and rolls twice as many dice on all attacks (save ends separate)

Dragon of the Void
If the maximum value on a damage die is rolled then the target loses 1D4 Pips

Experienced
This creature starts with four pips

Gradual anger
For every ten points of damage this creature takes it gains one pip

you can also put it to the bottom of the list.

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Post  Xel Unknown Tue Apr 23, 2013 3:27 pm

tygerburningbright wrote:Rage of the bound
Whenever this creature would be stunned or dominated instead it is dazed (save ends),weakened (save ends), confused (save ends),and rolls twice as many dice on all attacks (save ends)
Better wording suggestions in bold
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Post  ZamuelNow Sun Apr 28, 2013 2:17 am

New at all this but attempting to do a few monsters based on G1 as I work my way through it. Was originally going to do Catrina and Rep first but I figure there's no better way to start things off than an apocalyptic slime flood with it's own theme song. I hope it's okay if I borrow other's trait ideas.

Name (Solo) The Smooze
HP 160
Traits
Supermassive
The Smooze is considered adjacent to itself.

Amorphous Oozing Flow
The Smooze has resistance 1 and regen 3.

Nothing Can Stop the Smooze!
The Smooze is immune to being stunned or dominated. Furthermore, every time it takes damage it may make a saving throw against a single (save ends) effect.

Combat Talents
[+3] Smooze Ball – Standard Attack
Target creature suffers 3 ongoing damage (save ends) then flip a coin. If heads, target creature is also blinded (save ends).

[+1] Smooze Fist – Standard Attack
Deal 1d10 damage to target creature then flip a coin. If heads, target creature is also dazed (save ends).

[+0] Oozing Hunger Congealed – Minor Utility
Remove a (save ends) affect The Smooze has applied to target creature. That creature is now stunned until the end of your next turn while The Smooze gains X+1 HP where X equals the number of creatures in play.

[-1] Gigantic Maw – Reaction Utility
Trigger – The Smooze reduces a creature to 0hp or less.
Effect - The Smooze gains 1d8 hp.

[-2] Toxic Proximity – Reaction Attack
Trigger – An enemy attacks The Smooze
Effect - Enemy suffers 4 ongoing damage (save ends).

[-2] Indelible – Interrupt Utility
Trigger – An enemy attempts a saving throw against an effect The Smooze has applied.
Effect - Enemy has a -10 penalty to the saving throw.

[-6] Corruptive Slime Wave – Standard Attack
Deal 2d8 damage to up to six creatures then flip a coin for each. If heads, target creature is also dominated until the end of The Smooze's next turn. If tails, target creature suffers 5 ongoing damage (save ends).
Danger Rating
Lore From My Little Pony: The Movie, The Smooze was a sentient slime entity that was summoned by the witches of Volcano Gloom. Once created, it spread across Dream Valley like a force of nature, burying the land in a thick coat of hardening slime and could corrupt any creatures it touched into cruel, spiteful versions of itself. The Smooze managed to consume the Rainbow of Light and was only defeated by the arrival of the Flutter Ponies.

In many ways, The Smooze should be stopped by plot/quests/macguffins as opposed to a fist fight but this was an attempt at creating an enemy version of it. Intended to be fought alone, it could potentially have one or two lesser enemies designed to either run interference or act as fuel for Oozing Hunger Congealed since most of the abilities specify "creatures" as opposed to "enemies".
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Post  Z2 Sun Apr 28, 2013 1:01 pm

The ability to potentially DOMINATE THE ENTIRE PARTY on turn three seems a bit overpowered for the smooze... Dominate in general has a severe shortage of abilities capable of counteracting it, and 'dominate en masse' seems like a severely broken move... Consider making the corrupting wave force an attack like Paranoia, or maybe just have the smooze take the player's standard action. As it stands, were I to use the monster (with the intent of it winning), I would NEVER use any of its reactions or interrupts because they just can't compete with the ability to dominate.

...Having seen firsthand how destructive 'Dominate' is when used against players, I'd go so far as to say that 'Corrupting Slime Wave' is very close to an UNBLOCKABLE 1/32 chance to TPK a party of five.
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Post  ZamuelNow Sun Apr 28, 2013 1:41 pm

Figuring out the break between character accuracy and game balance was a bit of a struggle with this. I was figuring that giving a specific time limitation on the dominate would be a way to solve that but I see there's still issues. Considering that completely ignoring some of it's arsenal is one of the last things I'd want to see in any game situation, tried to brainstorm an adjustment:

[-5] Corruptive Slime Wave – Standard Attack
Deal 2d10 damage to up to six creatures and target creatures suffer 5 ongoing damage (save ends).

[-7] Smoozed – Standard Utility
Remove a (save ends) affect The Smooze has applied to target creature. That creature is now dominated until the end of The Smooze's next turn.

It still keeps the threat but it's more of a choice as opposed to a no brainer. Maintains the status affliction focus while giving a way out of the dominate via preventative measures.
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Post  Z2 Sun Apr 28, 2013 3:28 pm

...Better, but a -7 standard to dominate for a single turn is kind of far in the opposite direction: too weak. Maybe make the domination an interrupt (and perhaps slightly cheaper): switch out a save ends you would inflict for dominate instead.
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Post  ZamuelNow Sun Apr 28, 2013 4:28 pm

Fair enough. Free actions can be used out of turn, correct? I ask since dominating an opponent essentially interrupts them anyways and I wasn't sure what the correct syntax would be for structuring this as an interrupt would be.

[-5] Smoozed – Free Utility
Remove a (save ends) affect The Smooze has applied to target creature. That creature is now dominated until the end of The Smooze's next turn.
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Post  Xel Unknown Sun Apr 28, 2013 4:28 pm

I'm not a fan of giving ANY monster a pure immunity, regardless of what it is... I'd suggest having Stun and Domination somehow turn into pure damage. That way they're still doing something good and helpful, and while they don't do what they were hoping they'll be told that they did something at least.
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Post  tygerburningbright Sat May 11, 2013 8:10 pm

Silent have you been doing any tests outside of the overseer's challenge? Also I have yet another monster that needs a rateing.

Cat Tribe Single
35
Traits
Hyperactive
At the start of this creature’s turn flip a coin if heads this creature may make a second standard action if tails gain a Pip

Cat Scratch Fever
If this creature is suffering from vulnerability and deals damage to an enemy they suffer the same amount of vulnerability (save ends)

[+X] Ooo distraction Standard Utility
Gain vulnerability X until the end of this creature’s next turn

[+2] Claw Scratch standard attack
Deal 1D10+2 damage to target

[+1] Fury Swipes standard attack
Deal 3D8 damage to a random enemy

[-1] Groom standard utility
User or target ally gains 1D12 HP and deals 1D6 extra damage on it’s next attack

[-1] Land on feet Reaction
Trigger this creature takes more than 10 damage
Effect this creature immediately makes a standard attack

[-5] Big ball of violence standard attack
Target and adjacents take 3d12 damage and may flip a coin if heads they may make the following free action
[0] Shoo Cat free action
Deal 1D20 damage to the creature that granted this attack.


Side note Zamuel I am actually happy that you used one of my traits
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Post  SparkImpulse Wed May 15, 2013 6:34 pm

So, no rush on these as they won't be used for a month anyway. I'm new to the system as you might guess. But here they are anyway ... slightly insane ponies, poor things!

My expectation is the cultists are trying to swarm the players ... despite being underfed, thus the low HP. about 8 of these to a four or five PC team, one or maybe two of which are cult leaders.

crazed pegasus cultist; HP 15 and can fly
trait: I don't understand you. (resist 3)

[+1] I hate you!
Crazed Pegasus strikes with a forehoof (melee attack, std-action)
1D6+1

[0] That's mine!
Crazed Pegasus Cultist steals one of your food items (melee utility std-act)
target loses one comestible from their inventory;
C.P.C gains 4 HP and a(n extra) saving throw

[-1]Get Off Me!
C.P.C gives a high kick
1d10+2 brutal 1, and target is pushed 1 square
(brutal 1: if damage rolled was a 1, re-roll until it isn't)

[-3] I love you no matter what kind of pony you are!
Crazed Pegasus Cultist hugs the combatant. Violently.
both C.P.C and combatant are treated as per 'stunned' (no actions) and the spell immovable (no push/pull/move effects affect the pair) until the C.P.C. is dead or unconscious, or some other combat effect forces the combatant free, or the C.P.C. chooses to let go.

Crazed Pegasus Cult Leader: HP 50, flying
trait: I don't care! resist 2, and an reaction-interrupt saving throw the first time a save-ends effect is placed on him this battle, by this combatant.

[+1] Now is the time for all politically minded ponies to rise up against tyranny
AKA hoof-strike, a combat-std melee action
1d6+2 to combatant

[0] The Sensual violence of lust is like the beating sun in the nameless slug's heart.
AKA kick, a combat-std melee action
1d10+2, and target is pushed one square

[-2] How can you have any pudding, if you haven't had your meat?
Cult Leader draws a bladed weapon from who knows where, and sinks it between the combatant's shoulder blades.
Melee combat standard action
1D12+2 brutal 3 (if damage of 1, 2, or 3 is rolled, re-roll until this isn't true)

[-4] All of my equals are my minions, my brothers!
AKA monologue of gibberish. Combat-minor action.
All conscious Crazed Pegasus Cultists who can hear their leader regain half their lost HP rounded down;
for all unconscious C.P.C's who would be able to hear their leader if they were alive: flip a coin. Heads, they wake up with 4 HP and can stand as a free action
For every effect on the Crazed Pegasus Cult Leader for which a saving throw would end, flip a coin. Heads, the effect ends.
SparkImpulse
SparkImpulse
Very Special Somepony
Very Special Somepony

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Monster Arena - Page 7 Empty Re: Monster Arena

Post  tygerburningbright Wed May 15, 2013 7:28 pm

Er sorry but well most of people that frequent the forums tend to stick to the skype version but I shall do my best with helping the design

First off you may want to increase the ratio to about 3 or 4 for every player

second you are putting a tad too much flavor into all of the attacks

Third what are you talking about in this one
target loses one comestible from their inventory

Fourth all of the attacks for the cult leader a too weak for an Elite level monster

Fifth
For every effect on the Crazed Pegasus Cult Leader for which a saving throw would end, flip a coin. Heads, the effect ends.
this should be a trait

Also there are a lot of things I just can not comment on due to never useing the board system.
tygerburningbright
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Monster Arena - Page 7 Empty Re: Monster Arena

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