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#1 |
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Join Date: Oct 2004
Location: Sierra Vista, Arizona
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I'm finally working on updating my Rainbow Sheep adventure for use with Dungeon Fantasy, and I have a question regarding monster stats.
Here is what I have for a Jaguar: ST: 16 HP: 16 Speed: 6.0 DX: 13 Will: 10 Move: 12 (14 sprint) IQ: 4 Per: 12 HT: 10 FP: 10 SM: 0 Dodge: 8 Parry: N/A DR: 1 Bite (13): 1d-2 cut Claw (13): 1d-4 cut Traits: Acute Hearing 2; Catfall; Combat Reflexes; Discriminatory Smell; Flexibility; Night Vision 6; Parabolic Hearing 2; Perfect Balance; Racial Talent 2 (climbing); Ultrahearing; Vibration Sense (air; based on hearing); Bad Sight 2 (Motion Sensitive); Bad Temper (12-); Callous; Careful; Colorblindness; Compulsive Pouncing (12-); Nosy Skills: Brawling 15; Climbing 19; Intimidation 11; Jumping 13; Stealth 15; Survival 12; Swimming 11; Wrestling 15 Class: Animal Notes: Does this look right? Bite and claw damage have been modified for Brawling skill. My biggest concern is with the Feats; I think I cut those that are not relevant to the adventure, but I wonder if there is anything else that might not be necessary. Ideas?
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"It's never to early to start beefing up your obituary." -- The Most Interesting Man in the World |
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#2 |
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Join Date: Aug 2004
Location: Austin, TX
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It should have the Feral Animal meta-trait, presumably.
Callous, Ultra Hearing, Flexibility, and Vibration Sense all seem odd. ST 16 is stronger than a tiger (ST 15). Are jaguars stronger than tigers? |
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#3 | |
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Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Quote:
Ultra hearing - cats can hear ultrasonic noises, much like dogs, mice, and many other mammals. Flexibility - well, they are extraordinarily lithe. Vibration sense - their vibrissae (whiskers) will mimic this up close. Otherwise it looks like Ed is basing the ability on a variation I wrote up http://www.panoptesv.com/RPGs/Ads-n'...e-hearing.html which is meant to mimic the way cats and some dogs can target prey within pouncing distance by hearing alone. In the GURPS campaigns rulebook, animals are assigned ST scores based entirely on their weight, so that at around 160 lbs or so you get average human ST of 10. Cats are more muscular than humans of the same weight, however. Since Ed seems to be basing his jaguar on a writeup I've go on my website, this would put a human weight cat at around ST 14. A half ton Amur tiger would have a ST of around 27, while one of those human-sized island tigers from Indonesia would be around ST 14. Luke |
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#4 | |
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Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Isn't base damage for ST 16 1d+1? With -2 for an unarmed attack and +1 for Brawling skill, shouldn't this work out to 1d cut for claws and bite? Am I missing something? Luke |
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#5 | |
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Join Date: Sep 2004
Location: Canada
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Quote:
There is a -1 for a punch, but not for a kick or a bite. Bite damage should be 1d+1+1 cut (1d+2), and claw damage should be 1d+1-1+1 cut (1d+1).
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#6 | |
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Join Date: Aug 2004
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Edit: Ya ninjaed me again, B :) Bite is thr-1 though, so the damage should match that from the claws [left Sharp Teeth off, also]. Last edited by Not another shrubbery; 02-06-2008 at 11:48 AM. |
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#7 | |
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Join Date: May 2006
Location: Seattle, Washington
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Quote:
For ST you'd be better off giving it ST 11-14 and using Striking ST to bring its attacks up to an effective ST 16. Also, as far as I'm aware, jaguars aren't colorblind. (But I could be mistaken about that.)
__________________
Natural Encyclopedia: 660 GURPS bestiary entries It Came from the Forums: A Community Bestiary with 160 entries (last updated 2009...someday I will revisit.) |
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#8 | ||
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Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Quote:
Quote:
On the other hand, jaguars have the strongest jaws for their size of any of the large cats. In my writeup, I gave them enough Jaw ST to raise the damage by 1. Luke |
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#9 | |
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Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Quote:
HT of real cats is quite clearly not 15. They are prone to diseases and parasites and infections, they do not have an amazing resistance to traumatic injury, and they have nowhere near the athletic endurance of a typical human. Nor can I see any arguments for assuming cats have amazingly good bases or defaults for HT based skills. DX is arguable. On pg. B14, a DX of 13 to 14 is described as "feline grace", so either DX of 13 or 14 would be a reasonable choice for the base value. Luke |
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#10 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montrιal, Quιbec
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Be careful assuming that 3e stats convert to 4e without a hitch. We knocked some of the crazier DX scores down; former scores of 15-16 are now down at 14 or less (sometimes a lot less). IQ went down a level for quite a few creatures so that we could compress animals into the IQ 1-5 scale between IQ 0 (nonsentient) and IQ 6 (sapient). We dropped HT a lot -- HT 14+ is just crazy for natural creatures, and most animals are HT 10-12 in 4e, with a strong bias toward the HT 10 end, unless they're famously robust. The main reason for high HT in 3e was to give a suitable HP base, as many beasts were given stats before "split HT/HP" was invented (this wasn't always part of the game, believe it or not); with HP = ST, and HP being separately variable in any event, this isn't necessary in 4e.
Thus, something described as ST 30, DX 15, IQ 5, HT 14/18 in 3e is very, very likely to be more like ST 18, DX 13, IQ 4, HT 12 in 4e.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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