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A place to post all of your home brewed material: scenarios, ancient ones, investigators...
Moderator: FFGAntonffgjafferGeckoMack MartinThe Spaniard Topics: 333 | Posts: 9496
Custom Monsters
by dkw
Published on 24 February 2009 - 05:46:32
Page 2 of 13 (187 messages) « First page... 1 2 3 4 5 ...Last page »
Reply #16 | Published on 05 April 2009 - 18:34:33
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Well I don't want an investigator that isn't ready to meet with the bringer in an encounter. Sure he's easy enough, but if you have a low fight investigator with no weapons (not so uncommon) I don't want the game to just be over, so I gave him the possibility of escape.

Also yeah, I didn't know Dagon was suppoused to be an Ancient One, sorry about that... forgive me Dagon


Reply #17 | Published on 05 April 2009 - 19:16:56

Then it would be better if the monster is used with a Herald or Ancient One instead of being drawn out of the Cup.

I see through the lies.
Why?
Because I have crossed through the veil long ago,met the one whom called my name.

And, with that, he falls.

Reply #18 | Published on 06 April 2009 - 05:06:43

dkw said:

The point is that no one is going to even consider using it.  Beat it or lose the game.  Toss into the "ignore bin."

Wouldn't it make an annoying random encounter though? ;'D

Reply #19 | Published on 06 April 2009 - 10:07:25
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kroen said:

Well I don't want an investigator that isn't ready to meet with the bringer in an encounter. Sure he's easy enough, but if you have a low fight investigator with no weapons (not so uncommon) I don't want the game to just be over, so I gave him the possibility of escape.

Also yeah, I didn't know Dagon was suppoused to be an Ancient One, sorry about that... forgive me Dagon

Eh, I suppose. Most random monster encounters seem to show up in otherworlds (Or certain locations in town), so I see no problem in penalizing those who try to combat the mythos unprepared.

Maybe just rename the monster? Some sort of Deep One High Priest (Though not that, as it could be a monster in Innsmouth) or other synonym. Maybe even 'Herald of Dagon'. It's too cool a monster to let a simple irritation (On my part) push it aside.

(Semi-)Loyal Minion of Tru'Nembra.

Reply #20 | Published on 06 April 2009 - 14:25:38

Avi_dreader said:

dkw said:

 

The point is that no one is going to even consider using it.  Beat it or lose the game.  Toss into the "ignore bin."

 

 

Wouldn't it make an annoying random encounter though? ;'D

It could be part of an awesome Other World encounter, e.g., "The Abyss: The Bringer of the Apocalypse appears!"

My holy water is in my other pants.

Reply #21 | Published on 06 April 2009 - 16:51:17
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It's a good concept, just needs to be a lot less harsh. The benefit of an ability like that is that it creates a pleasing sense of dread about what will happen if the dice roll fails. "Oh God, oh God, he really needs to pass this combat check..." is suspenseful and fun (I think so anyway).

However you don't need it to be anywhere near as extreme as 'losing the entire game' to create that effect. It could simply add a Doom token when you fail the combat check - which would make sense with the concept of what the monster is meant to be, and still make it one of the more dramatic random monster encounters. You could make it instantly awaken the Ancient One (thus still giving the investigators a slim chance of victory) but it's still a fairly arbitrary and unsatisfying way of cutting the game short.

dkw has a point. Why would anyone use it, in its current form? Maybe if I had a butler who packed and unpacked the game board and cards for me, I wouldn't mind the game being randomly ended on turn two...

Reply #22 | Published on 06 April 2009 - 17:33:35

thecorinthian said:

It's a good concept, just needs to be a lot less harsh. The benefit of an ability like that is that it creates a pleasing sense of dread about what will happen if the dice roll fails. "Oh God, oh God, he really needs to pass this combat check..." is suspenseful and fun (I think so anyway).

However you don't need it to be anywhere near as extreme as 'losing the entire game' to create that effect. It could simply add a Doom token when you fail the combat check - which would make sense with the concept of what the monster is meant to be, and still make it one of the more dramatic random monster encounters. You could make it instantly awaken the Ancient One (thus still giving the investigators a slim chance of victory) but it's still a fairly arbitrary and unsatisfying way of cutting the game short.

dkw has a point. Why would anyone use it, in its current form? Maybe if I had a butler who packed and unpacked the game board and cards for me, I wouldn't mind the game being randomly ended on turn two...

Double doom tokens :')

Reply #23 | Published on 06 April 2009 - 21:49:44

thecorinthian said:

It's a good concept, just needs to be a lot less harsh. The benefit of an ability like that is that it creates a pleasing sense of dread about what will happen if the dice roll fails. "Oh God, oh God, he really needs to pass this combat check..." is suspenseful and fun (I think so anyway).

However you don't need it to be anywhere near as extreme as 'losing the entire game' to create that effect. It could simply add a Doom token when you fail the combat check - which would make sense with the concept of what the monster is meant to be, and still make it one of the more dramatic random monster encounters. You could make it instantly awaken the Ancient One (thus still giving the investigators a slim chance of victory) but it's still a fairly arbitrary and unsatisfying way of cutting the game short.

dkw has a point. Why would anyone use it, in its current form? Maybe if I had a butler who packed and unpacked the game board and cards for me, I wouldn't mind the game being randomly ended on turn two...

Yeah that's true.  I'm just glad to see more custom monsters, which IMO we need a lot more than custom investigators.

My holy water is in my other pants.

Reply #24 | Published on 07 April 2009 - 06:54:55
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edit: Fthgn deals 1 stamina damage.


Reply #25 | Published on 07 April 2009 - 06:56:51
Reply #26 | Published on 07 April 2009 - 10:46:56
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thecorinthian said:

It's a good concept, just needs to be a lot less harsh. The benefit of an ability like that is that it creates a pleasing sense of dread about what will happen if the dice roll fails. "Oh God, oh God, he really needs to pass this combat check..." is suspenseful and fun (I think so anyway).

However you don't need it to be anywhere near as extreme as 'losing the entire game' to create that effect. It could simply add a Doom token when you fail the combat check - which would make sense with the concept of what the monster is meant to be, and still make it one of the more dramatic random monster encounters. You could make it instantly awaken the Ancient One (thus still giving the investigators a slim chance of victory) but it's still a fairly arbitrary and unsatisfying way of cutting the game short.

dkw has a point. Why would anyone use it, in its current form? Maybe if I had a butler who packed and unpacked the game board and cards for me, I wouldn't mind the game being randomly ended on turn two...

I see your point, but I guess I don't mind it as much. I usually leave AH set up for several days at a time anyways, and if the game really ended on turn two, just start over.

If the awareness was dropped to -1 I'd print and use it, but as is it's far too easy to just avoid so I see no need for it.

(Semi-)Loyal Minion of Tru'Nembra.

Reply #27 | Published on 07 April 2009 - 12:12:27
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Was wanting to make everything Random on this guy but that might have been a little crazy.

I'm not sure I like monsters that Give you injury/ madness it is different though so that good!

Team Name:
Squirrel Messiah

Location of your team:
Galveston Texas

Season II Scenarios 1-10

Six investigator team.

Final Score: 246

At your service...my lord.

Reply #28 | Published on 07 April 2009 - 12:33:57
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2 difficult monsters:


Reply #29 | Published on 07 April 2009 - 13:08:56

Technically, your Lurking Terror will never move as Green means Special Move Condition, not special effect from Moving.

I see through the lies.
Why?
Because I have crossed through the veil long ago,met the one whom called my name.

And, with that, he falls.

Reply #30 | Published on 07 April 2009 - 13:16:03
0
0

dkw said:

Technically, your Lurking Terror will never move as Green means Special Move Condition, not special effect from Moving.

Drak Druid would beg to differ.

This is exactly my wording, only with different effects.

Unless there's a special movement condition, green monsters move normally.


Page 2 of 13 (187 messages) « First page... 1 2 3 4 5 ...Last page »

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