01-03-2022, 11:42 AM | #11 |
Join Date: Jun 2008
Location: Boston area
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Re: Reptile Men Lycanthropes
I do see a problem.
First, that fire is useful against lycanthropes of all kind (and other brutish animals) doesn't mean we should ignore the fact that a reptile lycanthrope does enormous amounts of damage. 4d+6 is very high. That's an average 20pts, so one hit kills pretty damned near any humanoid. It has a better than 50/50 chance of taking down a ST 15 character in full plate in one blow. I'd definitely adjust that or be very, very careful how I introduce such a beasty. The 7 hex snapping turtle has a 4d+2 attack and an ST 51 character has a 4d+1 attack. A petard does 6d within 3MH, but I don't use a lot of them either. Of course, whether the party knows the foe they're up against can make a difference. But even then, not too many PCs can surround a were-lizard with fire as Henry suggests. |
01-03-2022, 11:51 AM | #12 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Reptile Men Lycanthropes
I wouldn't go up against such a creature while wearing plate armor as that would give him the MA advantage needed to attempt to initiate HTH.
Note that this is a very experienced reptile man who now gets the -4 modifier on almost all reaction rolls. (There is only one nearby Reptile Man and only one nearby Reptile Man Lycanthrope...) So this 41st adventuring session is very very likely to be his last one, unless the party goblin witch can cure him ASAP!
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01-03-2022, 11:53 AM | #13 |
Join Date: Sep 2018
Location: North Texas
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Re: Reptile Men Lycanthropes
Since lycanthopy (and vampirism) in TFT is the result of a disease not a magical curse, I think our GM back-in-the-day dealt with this particular issue by ruling the micro-organisms only effect mammals in spite of the actual text to the contrary.
TBH, I think he didn't want me getting evil ideas for my own reptile-man character, Argas. ;)
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01-03-2022, 11:55 AM | #14 |
Join Date: Aug 2004
Location: Carrboro, NC
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Re: Reptile Men Lycanthropes
I think the problem is that were-dinosausars are bad news and any sane person should to stay away from them.
I might knock a few dice off their damage to compensate for them being a corner case in the rules, but really, there is life outside the arena, and it's not fair. |
01-03-2022, 11:36 PM | #15 | |
Join Date: Apr 2019
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Re: Reptile Men Lycanthropes
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What it does do, is make were-dinos extremely notable in the rules, and therefore in Cidri, as being mega-bad-asses. They become a stand-out part of the game world in a way I hadn't personally realised yesterday - there'll be legends of were-dinos, and I'm wondering if "Summon Were-Dino" isn't a thing, and if not why not. I'm cool with that, but it was a bit of a surprise. 😊😁 Cheers, Sarah |
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01-04-2022, 12:16 AM | #16 |
Join Date: Jun 2019
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Re: Reptile Men Lycanthropes
A were-dino might easily be considered roughly equivalent to a juvenile t-rex, in which case the damage would indeed be pretty fierce.
A unique fossil find was only recently made public. It was a double find: a complete juvenile t-rex skeleton locked in combat with an adult triceratops skeleton. It was apparent from the wounds on both and the position of the remains that the animals had killed each other in a fight to the death. What's relevant here is that the triceratops looks to be several times larger than the young t-rex! Sure the fight was a tie, but what's remarkable is the smaller t-rex managed to kill the more massive dino at all before succumbing to it's own wounds. In TFT terms it must have been doling out 4d6+ damage. The comparison to the were-reptile man besting a 14-hex dragon wouldn't be far off.
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01-04-2022, 02:01 AM | #17 | |
Join Date: Apr 2019
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Re: Reptile Men Lycanthropes
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01-04-2022, 05:38 AM | #18 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Reptile Men Lycanthropes
If we take the were-dino literally, then why would it stay one-hex?
Typical ST 12, DX 11, IQ 9 Reptile Man then becomes something like: Were-dino, 2-hex creature ST 24, DX 8, IQ 6 Attacks: Bite (2d), Tail (1d), and trample. Thickened scales stop 2 hits, and regenerates all except silver, fire and acid attacks. The tail can be used against all rear hexes as separate attacks at full DX (-4 DX if combined with a bite on the same turn), and all struck must roll to retain their footing as if hit by a shield rush.
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01-04-2022, 06:31 AM | #19 | |
Join Date: Dec 2021
Location: Indiana
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Re: Reptile Men Lycanthropes
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Focus on combat resolution is TFT's strongest point. I remember that GURPS did the same thing but it never clicked with me. Last edited by Bill_in_IN; 01-04-2022 at 06:34 AM. |
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01-09-2022, 04:27 PM | #20 | |||
Join Date: May 2015
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Re: Reptile Men Lycanthropes
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I can see how it can be read as also applying to HTH damage. If I agreed, I'd certainly not double it, since the doubling says it is about the human HTH damage. Quote:
But yeah, that's a lot. Maybe it should be, for a strong were-reptile-man. But, maybe not that much. It's of course a result of stacking multiple mechanics that are trying to be simple, including the point on the unarmed damage table where it jumps from 1d+3 to 2d+1 at ST 31. Most creatures with ST 30+ are bears or giants or something, so if I felt 4d+4 was too much for a were-reptile-man, I might downgrade the "HTH damage that a human of equivalent strength" value, since THERE ARE NO HUMANS OF ST 31+. So, one might either decide there is some maximum human ST, and that were reptile men with very high ST therefore only do double the HTH damage of the strongest actual humans, so maybe limit that to 1d+3 x 2 = 2d+6. Or, maybe just not allow the jump to 2d+1 base damage, instead saying that for this purpose, the jump in the ST 31 bracket is from 1d+3 to 1d+4, so +1 for HTH, so that'd be 2d+10 . . . which is still huge. Yeah, so I'm thinking I (personally) like 2d+6 for maximum reptile-man HTH damage. Last edited by Skarg; 01-09-2022 at 04:32 PM. |
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Tags |
hand-to-hand, lycanthropy, reptile man, were-dinosaur, werebeasts |
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