05-20-2020, 01:03 PM | #11 |
Join Date: Nov 2006
|
Re: Being Scary with Wimps
Dr. Kromm should write some books on Dungeon Fantasy Monster tactics especially for horde type monsters but also for organized monsters like Drow and Jermlaine.
|
05-20-2020, 01:50 PM | #12 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Being Scary with Wimps
Quote:
Another good mook trait is Berserk. Just take your vanilla orcs, but instead of giving them a falchion and a shield, give them a dueling halberd and berserk (I'd go with a two-handed axe, but sadly they're a straight up inferior option; the only significant difference between a dueling halberd and a great axe is ST 12† vs 12‡, which is huge). 1d+6 will get through most armor, ST 12† allows attacking twice, reach 1-2 means a really large number of orcs can attack a single PC, berserk means you don't need to track shock and stun and they'll be remarkably durable. |
|
05-21-2020, 04:13 AM | #13 |
Join Date: Mar 2008
|
Re: Being Scary with Wimps
Kobolds behind a low wall with several crossbows each hurt a lot. And charging means you are not checking for traps. Leaping the wall and finding there are spikes behind the kobolds adds to the fun.
One GM we are going down the hall and a giant rat runs across the intersection ahead. Two kobolds, one driving, one with a crossbow. Never major damage but the constant wearing away got painful. And one of these times they'll hit somewhere that matters. We hated the rat patrol. |
05-29-2020, 11:53 AM | #14 |
Join Date: Sep 2018
|
Re: Being Scary with Wimps
Specialization: Have some guys who are defensive fighters with staves or shields to ward off and contain attackers and some guys with crossbows or thrown spears to deliver more devastating attacks. Tools like lassos can be very effective as a way to disable foes from a distance, like entangling someone's sword arm from behind your buddy with a large shield.
Gas Attacks: Have Alchemic or poison powder grenades to start the fight with to blind or hinder your foes. This can be low-tech like a pollen or mold bomb. Cone or AOE attacks that ignore armor but aren't necessarily deadly. Fire: A volley of burning oil jars is a great way to start an attack if you're not very strong. It again is good against armor, it limits movement of he enemy and causes fear or disorientation. It can put your camp in danger as the fire spreads. But like mild poisons, fire is more of a hindrance than a deadly trouble. |
|
|