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Old 01-20-2010, 01:52 AM   #1
Woapalanne
 
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Default Non-simple Monster Enhancers + Steeds/Hirelings

I tried a few searches and nothing turned up. This came up specifically with the Two-Headed Monster Enhancer, but I know there are other things out there...

What should Two-Headed do to a 5-treasure tamed Steed (poor Cthulhu)? Double it with +5 because that's its power? Double it with +5 because of the added treasure? +1 because any +5 modifier only gives +1? We postponed the arguments with "only +5 and +10 can go on Hirelings/Steeds for now," but it'd be nice to know before it comes up again. :)

Last edited by Woapalanne; 01-20-2010 at 02:20 AM.
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Old 01-20-2010, 02:26 AM   #2
Andrew Hackard
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Default Re: Complex Monster Enhancers + Steeds/Hirelings

I'd go with "only enhancers that give a definite bonus or penalty can be played on a Steed."
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Old 01-28-2010, 04:09 PM   #3
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Default Re: Complex Monster Enhancers + Steeds/Hirelings

Boingling this to note that the +3 enhancers from Munchkin Cthulhu that can also go on a Cultist should be considered, too; they don't do anything except for two of them giving +1 (since it's over +5), or should they also not be used on Steeds? After all, who wants to ride a Blasphemous Frothing Twitching Chicken?

Hmmm...
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Old 03-06-2011, 03:50 PM   #4
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Default Re: Complex Monster Enhancers + Steeds/Hirelings

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Originally Posted by Andrew Hackard View Post
I'd go with "only enhancers that give a definite bonus or penalty can be played on a Steed."
My girlfriend and I were playing a game of Munchkin last night, and she was a Super Munchkin Bard/Ranger. She used her Ranger ability to tame a monster as her steed, and then enhanced it with ...With Bagpipes, which gives a monster a +5 bonus or +10 vs. Bards. This is an enhancer that gives a definite bonus, so it qualifies per your requirement. Now, since the monster is her steed and is thus now on her side, this enhancement gets divided by 5 (steed enhancer rules) and applies in her favor rather than against her. She definitely qualifies for at least a +1 on her steed for the +5, but does she actually get +2 because the enhancer gives +10 vs. Bards and she's a Bard? If so, presumably the bonus would drop back to +1 if she were to lose her Bard class, but it seems logical to me that she should get the +2 as long as she's a Bard. The same question would apply to monsters that a Gnome casts as illusions.

Yes, I realize that the ability to apply monster enhancers to hirelings and steeds appears to have been deprecated from the current rules (correct me if I'm wrong; it's not in the change log, but the text has been removed from the rules for Need for Steed), but we play with an older set with the older rules (except for a few of the recent changes that we have adopted, particularly for those darn Kneepads). We would like to know what the official ruling is on this matter for the old rules. Plus, the issue still applies to illusions cast by Gnomes under the current rules.
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Old 03-06-2011, 04:38 PM   #5
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Default Re: Complex Monster Enhancers + Steeds/Hirelings

The answer for the old rules is, "We don't support those rules anymore." Which doesn't help you much, I do realize. Do what you think best.
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Old 03-06-2011, 04:47 PM   #6
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Default Re: Complex Monster Enhancers + Steeds/Hirelings

Quote:
Originally Posted by Andrew Hackard View Post
The answer for the old rules is, "We don't support those rules anymore." Which doesn't help you much, I do realize. Do what you think best.
Thanks, that's what we're doing. House rule is: it counts in your favor if you have that class or whatever.

But the issue still remains: do you get the extra bonus when playing such an enhancer on a monster cast as an illusion by a Gnome? No rules regarding Gnomes or monster enhancers have changed that would nullify this possibility. So is it legal?
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Old 03-06-2011, 06:05 PM   #7
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Default Re: Complex Monster Enhancers + Steeds/Hirelings

This is a bonus vs. Bards. In neither case was the Monster facing a Bard, so I'd never say, officially, that the better bonus applies under those (and similar) circumstances.
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Old 03-06-2011, 08:24 PM   #8
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Default Re: Complex Monster Enhancers + Steeds/Hirelings

Whoa! This one caught me by surprise because it's not in the change log. So the ability to enhance hirelings with monster enhancers has purposely been removed from the rules and is no longer allowed (excepting Munchkin Fu)?
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Old 03-06-2011, 08:34 PM   #9
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Default Re: Complex Monster Enhancers + Steeds/Hirelings

We're behind on updates to the Change Log (and it's on my list for post-PAX priorities), but yes, we removed that rule. We took it out for Steeds as well.
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Old 03-07-2011, 08:16 AM   #10
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Default Re: Complex Monster Enhancers + Steeds/Hirelings

I can understand for the more complex monster enhancers, but can I ask why this was done?...

Its pretty apparent it was part of the overarching 2010 reboot scheme, but as someone who checks in on this forum quite regularly I can't believe I missed this. ..Is it that the two expansions with lots of hirelings/steeds recently got their re-release?
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