| Post/Author/DateTime | Post |
|---|---|
| #1KrispiemanJan 11, 2012 4:13:01 | |
| #2Raddu76Jan 11, 2012 10:09:56 | There's nothing in your spoiler block. Also, check out the Oath Wight in the DSCC p 99. Its the 4e Dwarven Banshee |
| #3AlphastreamJan 11, 2012 13:10:07 | I'll offer up some ideas, but the bottom line is that there is a huge difference between making a monster for publication and wide use and just making a monster for a home game. I make home game monsters that are just fun and break all sorts of conventions. For publication I try to apply rigor and do things the way the game expects. Conventional thinking is to make the aura work with just one situation: enters aura, starts turn, or ends turn. This prevents abuse and in different ways. For example, if the banshee moves so every PC at some point is in the aura, do they take damage? Could it come up on the whole party in a narrow corridor, dealing the damage twice to all creatures (once for entering, once for starting) automatically? At level 10 I would recommend "starts turn" or "ends turn" only, because it is tactical. The former is more tactical for the DM, the later for the player (and tends to be anti-melee). Ends Turn is likely the more thematically appropriate: you were in the aura for some time by choice, thus you lose life essence. Malediction is likely too powerful even at Epic. Burst 20 that damages and dominates? You could have everyone in the party dominated for a round. That's ok in a home campaign, not in a published product. A more common approach might be to have a way to hide, and then this is a recharge power against enemies from whom the banshee is hidden. The size should be reduced. Shadow Form is fine, but you run the risk that a single PC with a light source would ruin this power all encounter long. If you don't allow sunrods (I don't in my DS home campaign and we don't in Ashes of Athas) then this might work best. Also, you could have an interesting power such as your basic attack also extinguishing any light source the creature hit is holding. Double Pain is a bit strange. I would instead suggest applying a vulnerability that is in line with the tier. Vulnerable 10 to undead, for example, could work well. Gaze should carry a 1/turn limit. Also, consider not dominating (which can pose problems with small parties and might be especially frustrating combined with Malediction) and instead having it cause the target to slide 3 squares and make either a basic or ranged attack against a creature of the banshee's choice as a free action. This gives you damage and story, but doesn't cause the player to have to sit on their hands and lose actions. You could daze the PC as well if you want to simulate domination more closely. |
| #4waxwingslainJan 11, 2012 18:00:07 | As Raddu76 said, the need for the banshee is obviated by the fact that it already exists in 4E. Just a quick comment on the method of design: the banshee should not have been given resist 5 damage (at least not for the reason you cite). A hgue number of 2nd edition monsters had comparable resistances (vulnerable only to +1 weapons or whatever) and very few of them have damage resistance after being carried over to 4E. The 4E monster design mechanic doesn't use resistance like that. The only creatures that should have resistance to all damage are those that are specifically perceived as incredibly tough, much more tough than comparable-level monsters. The grick, for example, is known to be almost invulnerable--you can batter it repeatedly and only scratch it. By the description of the banshee--having resistance because it exists partially between two worlds--I would recommend adding the "insubstantial" quality instead, which makes it take only 1/2 damage from attacks. |