wrote:But most importantly, it will be open to different races, allowing for elf werewolves and tiefling wererats, just to throw out a couple of examples (any humanoid or giant is the PnP option).
Re: Were Creatures:
My only comment would be to not give them multi-attack this time around.
The (exploitive) application of what is supposed to represent the natural use of claw/claw/bite was almost solely used for weapons, which was never the intent of multi-attack. It was really only meant for shifted animal druids and animal companions without weapons.
Multi-Attack. The werewolves and wererats still have option to turn into an animal counterpart. Why remove this? It cant be that over powered in the first place when theres average of /one/ main werewolf player and a few off shoot alts that show up for a few days a month.
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Question, if we get elven werewolves, could we get the version for elves that turn them into white wolves instead? Lythari from the Feywild (Course, I may understand this could be too prime specific )
It is overpowered when they all will use it with a +5 weapon with extra damage (purple, flame weapon, holy weapon, etc) at -0/-2/-4/-6... instead of 0/-5/-10/-15... .
It's a huge deal in power level. It cannot be emphasized enough how it breaks the basic game mechanics when employed with weapons.
And show me one that actually uses claw/mouth anywhere in later game, except in the Bazaar! :rolleyes:
It basically makes a farce out of normal fighter AB mechanics.
Well there's several other projects to take care of before I get around to the werecritters, so obviously nothing is set in stone. It may wind up being that multiattack is only granted in critter form, or instead equipped weapon properties may wind up being transferred to the claws as part of the change... or some other mechanic altogether.
All I can say is that it's a shame we're on a planar server, otherwise I could implement the really fun parts like having to pass a DC to avoid auto-changing when the moon is out and so forth.
Yeah, Kazoo. Funny that it was a werewolf that killed a becoming demi god in the Plante of Salt with its teeth and not a weapon. We dont have anyone running around abusing the mechanics , because it be /very/ obvious when we got werewolves. (like, they now lose their werewolf stats in human form, its a penalty. Your going melee with that?)
I think I'd have to go with Hydra on this, and also put in that the only really challenging characters you will likely ever play will be:
1.) You're first one, before you know all the things & 2.) If you set out to not make a power build and a non-caster, or a caster with intentionally terrible build choices.
It does seem like it would simply be easier to make the challenges weak enough that even the weaker builds can do easily, and just design whatever new content you want without really having to worry about balance issues.
And maybe just turn pvp off, since pvp isn't an issue... :lol:
Lucadia,Jan 28 2016 wrote: Multi-Attack. The werewolves and wererats still have option to turn into an animal counterpart. Why remove this? It cant be that over powered in the first place when theres average of /one/ main werewolf player and a few off shoot alts that show up for a few days a month.
--
Question, if we get elven werewolves, could we get the version for elves that turn them into white wolves instead? Lythari from the Feywild (Course, I may understand this could be too prime specific )
Perhaps it can be made that you keep your orginal skin color.