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| #1zyraenMar 21, 2012 11:50:33 | * - modified from original. Order of abilities have also been adjusted This is just a "Template" of sorts with a series of Optional Rules that can be added on top of a Standard Dragon in 4E. It is built with a pure Solo experience in mind for 5 Players. It is not appropriate on Elite Dragons. Due to WotC Terms I won't be posting actual numbers here. CORE Existing Abilities : Many of the Dragon's current Abilities should be natural but take a full Standard to use. This aims to streamline it and add Utility Knocked Prone : Seriously, Knock a Dragon Prone? And While Flying? Controlling Abilities : Remember Wing Buffet from 2.5E? This Tail Lash is an altered, per-Turn version, and doesn't push far or knock prone. Status Effects : The Bane of every Solo. And what makes pure Solos largely meaningless in 4E except arguably against 3-man parties. *Bloodied : Just a Bloodied Breath? Not good enough. OPTIONS Spell Options : Part of what made earlier edition Dragons Awesome. More importantly, it adds Ranged Abilities to the Dragon's Arsenal. *Quickened Strike : Many of the above Spells have excellent Riders, but the Dragon won't benefit from it unless it can use it in conjunction with other attacks. Claw attack was later added from feedback, that its likely less complex than an At Will spell. *Flexibility : This adds utility and depth without awarding another Full Turn to the Dragon. Combat Advantage : Lowly Goblin Backblades and Bandits have it... Dragon Swoop : Many other Monsters can Trample, why not a Dragon? *Claw Attack Options : So much can be done with Claw Attacks. Plus, its a common Visual in movies and what not for the Heroes to be pinned by the Dragon. Probably the most Complex Optional Rule. ============== *Playing with Core Template *Playing with Core & Options Note that the Template is very strong and meant to provide a deadly challenge. To tweak it just drop some components. |
| #2bone_nagaMar 22, 2012 20:02:54 | It seems a bit excessive. I think there are some good ideas. Saving on the start of a turn, for example, or threatening reach. And instead of an extra action, I'd just have it take a full set of actions twice per round on different initiative counts. However, I don't need an entire page of abilities to keep track of. |
| #3zyraenMar 25, 2012 22:03:44 | Thanks for your feedback. Edits made to the OP As you mentioned, its complex so I changed the extra Move to be an At Will Immediate Reaction for the Flexible Move, so its not too confusing with the original Move Action.Note that Quickened Strike is once per Round, so it doesn't overpower the Characters with too many attacks once the Dragon becomes Bloodied ; effectively about 30% more attacks when Bloodied as opposed to potentially 60-100% more attacks. I missed most of 3 / 3.5E, so my experience with Dragons mainly from 2.5E, with Crazy MR, high AC, 3-4 Attacks / Round, plus Wing Buffet & Tail Lash, almost unlimited-Range Breath Attacks that fire very quickly, along with high level Mage and Cleric spells... so yes apologise if it seems Excessive. For your purposes, you could simply try Core with a Quickened Strike & At Will spells. For Bloodied, to be Simplified you can change the "Double Attack : Two Claw Attacks" to "Double Attack : 1 Claw and 1 Bite Attack" Main reason being there's no Benefit to Double Claw when Bloodied, if there's no Pinning & Knockback, so it can be treated as a blanket change from "Two Claw Attacks" to "One Claw and One Bite" |
| #4dave2008Mar 26, 2012 8:34:13 | I think the MV dragons are closer to what you want without the complexity that your adding. The action recovery and Instinctive action of the updated dragons adds another attack per round and helps mitigate conditions. They are much more fearsome then the MM1 and MM2 dragons. I like having more attack options (crush, tail, wing, etc.) but I just use a damage by lvl chart for these if I want to use them on the fly (though the Draconimicon's could've provided a bigger list of these alternate powers and not require they "replace" existing powers). I do this for spell like abilities as well. However, one gripe I have is the dmg the attacks do. I think the breath weapon dmg needs to be higher and the bite dmg should always be higher than the claw dmg. I adjust these in my dragons. I also revised the levels and sizes, but that is more of a personal taste. Also, I usually have the claw be a minor attack (bite is basic standard attack) and its draconic fury is one bite and one claw attack as a standard at-will. Thus, it can get the traditional claw/claw/bite with a standard and minor action. This also makes the claw less dmg by the guidelines which corresponds to my gripe above. I usually give the dragon an extra attack (draconic fury becomes 2 claws & 1 bite for example) and/or increase the damage on an attack(s) when it is bloodied. Thus, (if not under conditions) my dragons get an instinct attack (MV dragons), a standard attack (two attacks or recharge powers), a minor attack and a trigger attack. This gives it 2 off turn attacks and 3 on turn attacks. Pretty good in my book. Update to MV dmg (maybe a little higher for breath weapons) and you should be pretty good. If you want more damage, make the dragon a brute or just use brute damage - it really packs a punch then. |
| #5zyraenMar 26, 2012 23:25:01 | Sorry my experience limited to the pathetic things they call "Dragons" in MM1 and MM2... Thanks for the note I'll look them up. |