| Post/Author/DateTime | Post |
|---|---|
| #1NamagemDec 03, 2010 0:26:56 | I was playing some doom recently, and I realized how well these monsters would transition over to 4e. Some of them could use a little work, and there's a little bit of liberty taken with them. If you have any questions, please ask them, and I'll try to address them. I'm trying to stay away from the Former Humans for now, because I'm planning on introducing these monsters into a vanilla world, without firearms. That said, here's what I have made so far: ![]() A flying minion with a kamikazi attack; I'm a little hesitant to use the damage that I did for the kamikazi attack, because the souls are meant to be respawning annoyances. ![]() An imp, the most common enemy in the original game. I should probably add more mobility for it. ![]() The Pinkie Demon, a nasty brute in the original games. I just realized that the roaring charge should have the fear key word. ![]() Cacos, a flying artillery with a nasty bite in melee. ![]() The last one in this batch, the Baron of Hell. This guy is supposed to work in scenarios where there are two of them with a few smaller enemies distracting. |
| #2pluisjenDec 03, 2010 3:19:37 | They look like fun, although they could probably use a somewhat higher level-spread... the Baron of Hell sounds like a bit of a weakling at level 5. He'd probably be better off as a level 9 Elite. You could make a minion form of both the Imp and Pinky to support him at that level, as well as use the Cacodemon (which could probably also use a few more levels) and some of the other nasties like the Revenant and the Arachnotrons. Also I'd remove the Burst from the Imps, they didn't have one in the game and it's a pretty powerful ranged attack for a Skirmisher; just make it a regular Ranged attack instead. For the Lost Souls; you could increase their "damn annoyances must be killed asap" factor by making their Kamikaze attack be a recharge power that begins uncharged so that they can't use it on round one always, but they'll use it eventually if you leave them going about. Recharge 5+ or so should be ok. |
| #3NamagemDec 05, 2010 18:09:43 | Any more suggestions before I finish modifying this batch? |
| #4BRJNDec 11, 2010 21:40:40 | Maybe I need to learn how to read this monster format, but I can't tell if the attacks are melee, ranged, single-target, bursts, or what. If your Kamikazes are going to be low-level, then they also need to be SLOW. Otherwise, the PCs can't do anything about it when they set up to attack. (Note that many arcane ranged attacks are range 10; not everybody carries a longbow.) Perhaps their attack speed = range of heavy thrown weapons. I also would have them be ground-bound. You can create a higher-level version that is faster, flies, and maybe has a handful of HP to its name. You could include the Dark Sun at-will psi power that allows you to run on water/dust/whatever, and give these guys a "safe house" island to attack from. A friend and I were talking about making a kamikaze monster back when IRL Palestinians first started wearing explosive overcoats. Maybe if you take out the kamikaze before he can attack, you find a grenade-like device (natural organ, whatever) that makes the BANG. The big problem with using these on low-level characters is that they violate a 4e design philosophy: no save-or-die dice rolls. But I'm actually intrigued by the idea of a kamikaze, I just haven't figured out how to make it a viable enemy, rather than a "Gotcha" button for the DM. |