01-03-2022, 03:35 AM | #1 |
Join Date: Apr 2019
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Reptile Men Lycanthropes
Hi everyone,
So I was just writing out some stat blocks... Let's take an NPC Reptile Man. ST 18, DX 10, IQ 10. According to the RAW he does 1d+3 bare-handed damage in melee, including his +2 damage bonus for reptile man claws. According to ITLp79, in HTH combat he does "double the HTH damage that a human of equivalent strength would". So, a human of ST 18 would do 1d+2 damage in HTH combat. Now it's unclear whether we add the +2 damage bonus for the Reptile Man's claws before or after the doubling, but in HTH combat our ST 18 Reptile Man does either 2d+6 or 2d+8 damage. So then I was looking at statting up a Reptile Man lycanthrope (a "were-dinosaur" - ITL p83). According to the write-up, a lycanthrope's ST doubles when in were-form. Our Were-Dinosaur has ST36, DX 7, IQ 6. In normal melee combat, that Were-Dinosaur does 2d+3 bare-handed damage, including his +2 damage bonus for reptile man claws. In HTH, depending on when you add the +2 damage bonus, he does double normal HTH damage, so either 4d+6 or 4d+8 damage. In HTH, he also gets a +4 to his DX, which is bumped to DX 11. Any thoughts? Am I missing anything? Cheers, Sarah Last edited by Shaira; 01-03-2022 at 05:35 AM. |
01-03-2022, 06:41 AM | #2 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Reptile Men Lycanthropes
Your ST 36 weredino jumps an wee wisp of an apprentice witch:
ST 8, DX 11, IQ 13 Unarmed Combat I, etc. She acts first in HTH and attempts a pin. She needs to roll 11 or less on two dice, after subtracting 2 points (for the difference in DX) from the roll. She can not fail to succeed here. Even without the UC talent she would still have a 83.8% chance of success and no chance of a critical failure.
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01-03-2022, 06:44 AM | #3 |
Join Date: Jun 2008
Location: Boston area
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Re: Reptile Men Lycanthropes
The problems with the pinning rules are well-known, but I don't think that's the point of Shaira's thread.
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01-03-2022, 08:26 AM | #4 |
Join Date: Dec 2021
Location: Indiana
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Re: Reptile Men Lycanthropes
I only recall one time where there was a were-dino via a Reptile Man. I was not the GM. After the game, I discussed the lycanthrope conversion with the GM. It was what I believed to be a sound interpretation of the rules. The problem is that was almost 40 years ago. The details have escaped my memory.
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01-03-2022, 09:01 AM | #5 | |
Join Date: Apr 2019
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Re: Reptile Men Lycanthropes
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However, I'm curious... Assuming the GM allows the pin attempt, why do you say she can't fail to succeed? Surely a roll of 12 is a failure? |
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01-03-2022, 09:17 AM | #6 | |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Reptile Men Lycanthropes
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Will propose some fixes in house rules.
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01-03-2022, 09:56 AM | #7 | |
Join Date: Apr 2019
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Re: Reptile Men Lycanthropes
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But yeah definitely we should discuss the Pinning rules in a separate thread. 😊 (y) |
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01-03-2022, 10:05 AM | #8 |
Join Date: Apr 2019
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Re: Reptile Men Lycanthropes
But back to my original post - does everyone think were-dinos are intended to be so gamebreakingly lethal in TFT, or is the 4d+8 hth damage just a rules artifact that needs a bit of tweaking? Or none of the above?
(For context, a were-dino in hth with a 14 hex dragon does twice as much damage... In fact it does more damage than a Greater Demon and twice that of a ST 40 giant...) |
01-03-2022, 10:14 AM | #9 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Reptile Men Lycanthropes
This huge amount of potential damage is attached to a long list of drawbacks. For example wall him off with fire until he gets over it. Even if he regenerates fire damage (does he?) he still won't enter a fire hex. So I don't see the problem.
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01-03-2022, 11:38 AM | #10 | |
Join Date: Oct 2015
Location: New England
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Re: Reptile Men Lycanthropes
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Tags |
hand-to-hand, lycanthropy, reptile man, were-dinosaur, werebeasts |
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