| Post/Author/DateTime | Post |
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| #1NamagemFeb 28, 2010 17:32:11 | This idea came to me in a dream. It worked surprisingly well, I think.
Please criticize this harshly. I want to know how to improve, and what I could do for possible future monsters along the same line. |
| #2babyjMar 01, 2010 3:38:43 | I don't think I will be harsh on ya..different strokes for different folks man.
Thoughts: Sonic: make him an Elite Lurker, (changes his defenses a little, but he should enjoy the +4 initiative deal), and give him a small area power called Burn Out.
It hits a close blast 2 so like 4 squares or something, somethin like the burnout-sonic-move (Down+C) before he dashes, and hell. he can spin out a few times, and give him a bonus for chaining it to another target 12 sq or less in the next action with the spindash followed by the spin attack, granting him a +2 higher (now +4 during chain only) bonus to defense on the AC from OAtks.
As for the attack's benefit during the chain? during the attack scale damage down to keep it at a medium damage expression. so down to d10+5 (avg roll is now 5.5 instead of 7, big whoop), and then ...have it be 2d8+ when he chains the burnout to the charge power and spin attack (avg 9 instead of 7) so now he really wants to chain them- and hes literally zoomin across the landscape cuttin people up.
Mario: Give Mario a recharge power that lets him hurl a fireball by eating a bright red flower; so he's like this herb-eating crazy jumping madman with fireballs.
Just some of the fantastic ideas I would be sure to include  |
| #3papusmanMar 01, 2010 16:42:15 | I really like these concepts, but I definitely agree that Mario needs a fireball attack- it was the first thing I looked for. Also, maybe something to do with pipes? Maybe a teleport-type thing, like Mario "summons" a pipe, and he jumps in and then another pipe pops out of the ground 10 squares away and he jumps out... I don't know, maybe that's too much. But I feel like there's so many cool ways to go with these guys. |
| #4Chameleon-XMar 02, 2010 8:19:58 | I agree with the fireball and the pipe teleport. Mario is way underpowered as he is now.
For Sonic, you might want to take out the taunt power and put in something like "Homing Attack". A recharge power that doesn't require an attack roll, and knocks the target prone. I'd disagree with making Sonic a Lurker (he's definitely a Skirmisher). I would make Sonic Spin his melee basic and take out unarmed strike, and have it allow him to shift one square before or after he uses it.
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| #5NamagemMar 02, 2010 17:42:43 | I don't think I will be harsh on ya..different strokes for different folks man.
Thoughts: Sonic: make him an Elite Lurker, (changes his defenses a little, but he should enjoy the +4 initiative deal), and give him a small area power called Burn Out.
Sonic definitely does not fit the lurker archetype. He's proud, boastful, and not in the least stealthy.
It hits a close blast 2 so like 4 squares or something, somethin like the burnout-sonic-move (Down+C) before he dashes, and hell. he can spin out a few times, and give him a bonus for chaining it to another target 12 sq or less in the next action with the spindash followed by the spin attack, granting him a +2 higher (now +4 during chain only) bonus to defense on the AC from OAtks. As for the attack's benefit during the chain? during the attack scale damage down to keep it at a medium damage expression. so down to d10+5 (avg roll is now 5.5 instead of 7, big whoop), and then ...have it be 2d8+ when he chains the burnout to the charge power and spin attack (avg 9 instead of 7) so now he really wants to chain them- and hes literally zoomin across the landscape cuttin people up.
I see where you're going with this, but I did something different that I think you'll like. It's definitely less powerful, but I think it works better and makes more sense. Also, instead of making him a lurker, I simply added 4 to his init :p
Mario: Give Mario a recharge power that lets him hurl a fireball by eating a bright red flower; so he's like this herb-eating crazy jumping madman with fireballs.
Just some of the fantastic ideas I would be sure to include 
Again, I see where you're going with this, but the way I envisioned it, it works a bit differently.
I really like these concepts, but I definitely agree that Mario needs a fireball attack- it was the first thing I looked for. Also, maybe something to do with pipes? Maybe a teleport-type thing, like Mario "summons" a pipe, and he jumps in and then another pipe pops out of the ground 10 squares away and he jumps out... I don't know, maybe that's too much. But I feel like there's so many cool ways to go with these guys.
I like this idea. I made it work a bit like the wizard spell Dimension Door.
I agree with the fireball and the pipe teleport. Mario is way underpowered as he is now.
I think I fixed Mario's underpoweredness. In addition to your suggestions, I made his jump attack a recharge 6 instead of recharge-when-all-action-points-are-used.
For Sonic, you might want to take out the taunt power and put in something like "Homing Attack". A recharge power that doesn't require an attack roll, and knocks the target prone. I'd disagree with making Sonic a Lurker (he's definitely a Skirmisher). I would make Sonic Spin his melee basic and take out unarmed strike, and have it allow him to shift one square before or after he uses it.
I really like the taunt power, though. It adds a lot of personality to him. I'll have to think about how I want a homing attack to work. It'll take a little bit of doing, but I'll see how it works.
Spin attack wouldn't work as a basic melee, though. It's a charge power. Essentially, he's charging at an enemy and throwing himself into them in a ball.
Thanks for all the suggestions. Here's what I currently have:
dit: Crap! I meant for the Flame Wave power to end the stance. What do you guys think about it ending the stance? It would make it much more of a last-ditch daily instead of a line-them-up-and-knock-them-down daily. |
| #6babyjMar 03, 2010 17:39:58 | Flame Wave power does look better if it ends the Fire Mario stance.
Warp pipe irks me..cuz what about the doors from Super Mario 2? Those were almost exactly like dim.doors, and the imagery is much more believable than the pipe. |
| #7rampantMar 04, 2010 16:02:28 | Elites have one action point Solos have two |
| #8babyjMar 04, 2010 17:16:38 | Elites have one action point Solos have two
-oh yeah, Namagem threw me off of mentioning that when i posted last; but yea,
-@Namagem: i like giving Sonic the +4 and leaving him skirmisher too, but didnt think you'd go for it. -re: Mario was pretty frickin fast too. remember them legs used to help him take off. give him a movement (charge) power to lead into some limited length flight. 5 sq high overland prehaps? -and the Yoga flame seems to be a little crazy for him, but if you keep it then do keep that stance end as part of it - definitely more a last hurrah kinda thing and is cool, but not based off his character as well as the rest of the powers. |
| #9papusmanMar 05, 2010 10:06:26 | Warp pipe irks me..cuz what about the doors from Super Mario 2? Those were almost exactly like dim.doors, and the imagery is much more believable than the pipe.
Aww, but the pipe is such an iconic Mario image! Much more than the Mario 2 doors. I mean, I see what you're saying, but Mario's been transporting with pipes for over 25 years.
I actually really dig the new Mario card. I'm going to steal him for a random fun encounter next week. |