Werewolf, wolfwere, loup-garou |
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Werewolf, wolfwere, loup-garou |
Oct 17 2011, 05:39 PM
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Mod Developer Posts: 210 Joined: 3-December 05 |
I'm a bit confused with all these monsters!
I can find them in monster manual 2nd, so it is a good start. But when they are greater: - I only found werewolf lord in 3rd - I only found greater wolfwere in 2nd What about the others? They don't seem to exist at all ! Back to the game, when checking these monsters, I find they are all a mix of each others. For example, 20% magical resistance to werewolf when it belongs to lowland loup-garou. Greater wolfwere and greater werewolf are almost the same but they should be different ! Greater wolfwere have many resists that don't exist in P&P, only 50% to magic. Finally, regeneration is another mystery! No regeneration for most of them. Mountain loup-garou (opposed to lowland) regenerate one hp / turn (or 25 constitution) For greater wolfwere, there is no number, they regenerate all hit points in a single round. Such an ability would make them almost immortal in game. So, it was changed to 3hp / second (greater werewolf), 2hp / second (greater wolfwere) Regarding to shapeshifters, current description and cre tell me they are not werewolf. They look like a loup-garou and greater wolfwere. In conclusion, all these monsters are inconsistent but I can't really find all necessary informations to make them right. I don't want to make a mix of several monsters into one. If a shapeshifter lesser form is more a loup-garou than a werewolf, then it will be 100% loup-garou and I will make all changes including ability name. Because as it stands now, PnP werewolf are a lot weaker than current implementation! For greater wolfwere and greater werewolf, I will try to list changes between wolfwere and werewolf and make a greater werewolf from a greater wolfwere and that list. I'm afraid that, after all these changes, shapeshifter might become weak or overpowered, depending on which monster I use (werewolf, wolfwere, loup-garou) I might be stuck on these monsters for about a week or 2, but it is a very important step as they play an important part in BG1. I always feared this werewolf isle as it was a good challenge ! I don't want to ruin it either but do I have a choice? 2 things come into my mind : strength and attack per round, 19 and 2 are the current numbers. It makes them powerful, but in reality, it is more 15 and 1, which makes a huge difference! And I could go on... This post has been edited by aigleborgne: Oct 17 2011, 05:41 PM |
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