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Michael Warrior
 245 Posts



 Sydney, Australia
 | | 03/20/2008 12:02 PM |
| Introduction:
Our selected 60 "All Star" miniatures will have new stats in a few months. Since these creatures are favourites of the community and moreover good looking on any map, it would be a shame to see them useless.
Therefore I started this thread in hopes of positive response from you guys. Let's see, if we can create 60 stats cards for our "All Stars" that makes them playable but not overpowered.
If this will see a huge response, we might be able to get the attention of some WotC employees who could take our creativity as inspiration for the official stats (looking at you, Peter Lee). ;)
I will try to keep this thread updated constantly and change the subject title accordingly to what miniature we're working on right now and also try to copy every "final" stats into this initial message for easy reference.
I'd like if we could finish one miniature at a time before going to the next one and perform any final tweaks later on.
After every post, please place your vote for the next project (i.e. you suggest changes on the current project and state: "My vote for #2: Tordek, Dwarf Champion".
I will start with the first suggestion today. My initial choice would be the Balor, since it's a nice looking sculpt and iconic creature. However, since we don't yet know about any special powers a Balor might have in 4.0, I start with one of the characters that shouldn't see too many changes: Drizzt, Drow Ranger.
For all the "All Stars" we only have three sets to compare their powers with.
Drizzt, Drow Ranger (87 points):
I won't go into why this creature saw limit play only in DDM 1.0 and start right away with my initial suggestions.
Level: Level seem to have risen since DDM 1.0 and doesn't seem to be as important anymore. Somewhere between Bruenor Battlehammer's 12 and Lady Vol's 16 should do. I suggest a 14.
AC: I try to design Drizzt's stats in a way similar to his old ones. Therefore he should be able to hold his own in melee but will draw a lot of his power by use of his special abilities and champion powers. An AC of 27 seems suitable to me.
DEF: Initial suggestion: 27.
Speed: The Everfrost Ranger is a speed 8, wile Drow usually have speed 6. I'll set him to 7 for now which seems according to the RPG character stats as well (6 base + 1 for his boots).
HP: Seem to be down a bit from DDM 1.0. I reckon 80 would do just fine.
ATTACK ACTIONS: Basic: The attack bonus should be high enough to hit other high cost creatures but not automatic. Regarding the damage, I'm not sure if I should place it to low. My suggestion is +19 (15+5 cold). Melee: Weapon slash: Two attacks with lower bonus: +17 (15+5 cold each). I'd like to include the Icingdeath/ Twinkle difference, but that would get to complicated for the skirmish game.
ABILITIES: Fey, Drow, Martial (or Ranger?), Unique seem ovious. If all drow will keep conceal, Drizzt should get it as well at 6. I'd like to take Icingdeath's powers into account. Fire immunity would be too strong and doesn't seem to be in accord with the other 2.0 creatures so far. So I suggest a Resist Fire 10.
SPECIAL POWERS: Blind-Fight (Re-roll on a miss against conceal.)
CHAMPION 3 [][][] I'd like to keep his buff for unique allies and came up with the obvious: * Use at any time: Unique allies have +3 attack and +10 damage until end of the round.
I'd like to see a special power to reflect Drizzt's ability to summon Guenhwyvar. It's hard not to overpower it. Just adding a 33-point- creature would be too much. To limit the appearance to a limited number of rounds seem out of place. So I came up with the following: ** Use when you're initiative roll is 15+: Place a creature named Guenhwyvar adjacent to the champion. Your opponent scores VP for eliminating this creature.
I put the cost for this champion power to 2 instead of 1. So you have to decide wether to buff your allies for two more rounds or summon the panther, IF you get the chance to do it (average 1/4 rounds only). I think this is reflecting the RPG side pretty good. To have a high initiative means extra time to prepare. So Drizzt could take out the figurine, place it on the ground and summon his ally instead of just running and attacking.
This could make a nice change in the middle of the battle, if you roll a 15. You although might have to consider if you're willing to use your first champion power a second time or "save" two [][] for a POSSIBLE summon of Guenhwyvar.
At a glance:
Drizzt, Drow Ranger (87 points) Level: 14 AC: 27 DEF: 27 SPEED: 7 HP: 80 ATTACK ACTIONS: Base: +19 (15 damage+5 cold) Melee: Make two melee attacks at +17 each (15 damage +5 cold) ABILITIES: Fey, Drow, Martial, Conceal 6, Resist Fire 10 SPECIAL POWERS: Blind- Fight CHAMPION 3 * Use at any time: Unique allies have +3 attack and +10 damage until end of the round. ** Use when you're initiative roll is 15+: Place a creature named Guenhwyvar adjacent to the champion. Your opponent scores VP for eliminating this creature.
So here it is. Let me hear your thoughts. Numers to high? Too low? Abilities/ special powers missing? Some misplaced? I was considering "Keen Scimitar" and "Orc Foe" or "Demon Foe" but thought it to be too much.
Don't forget to mention your vote for the second project!
Michael
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| Pedro Commander
 3922 Posts



 Czech Republic
 | | 03/20/2008 1:05 PM |
| I think 80 HP plus Conceal 6 is okay for now.
Double attack no, that's lame. Either more attack actions like Rage Drake or one use power, maybe rechargable with two attacks.
Agreed Fire Resist 10 and the rest.
Give him Scout?
He should be a champ. 2-3
1 point cost) Uniques get +x attack, + y damage until end of round. Use before rolling for initiative. 1) target unique ally gets def +2 until end of round. Use before attack rolls. 1) ... | | 2007 & 2008 Czech Republic Champion 2008 Czech Republic's Player of the Year
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| Pikel Skirmisher
 29 Posts


 Bismarck
 | | 03/20/2008 6:51 PM |
| There was a similar thread that I started on the Wizards boards. After many replies/suggestions, including input from Peter Lee, here is the final version of the Drizzt, Drow Ranger we came up with:
Alignment:
Wild/Borderlands
HP: 95
AC: 28 (Mithril Mail)
Def: 25
Speed: 5 (ankle bracers)
Level: 14
Attack Actions: Basic Attack: [M] +20 vs. AC; 15 damage + 5 cold Hunter’s Blade: 1 use, [M] +25 vs. AC; 25 damage + 5 cold RECHARGE when an ally is destroyed.
Abilities:
Good Fey
Drow
Militia
Unique
Scout
Multi-Activation 2
Conceal 6
Blindsight
Immune Fire
Warband Building:
Non-Evil Unique creatures are legal in your warband.
Special Powers: Fairie Fire: Ώ use] (Range 6); target creature loses conceal for entire skirmish. Double Thrust Low: 1 use, Immediate, use when a [M] attack targets Drizzt; +20 vs. DEF (Ref), 25 damage AND 5 cold.
Champion 3:
*Use when a Unique ally is bloodied; Drizzt, Drow Ranger makes an immediate move action.
*Use when a Unique ally hits with a [M] attack; damage +10 cold.
Of the above abilities, I like the idea of changing "Immune Fire" to "Resist Fire 10". I really love the idea of having an ability/champion power related to Guen, but Peter Lee mentioned he didn't like the idea of giving a mini (any mini) an ability or Special Power that referred to another specific (Unique) mini. After thinking on it, I almost agree. I decided to give Guen a Special Power named Call of the Master, which allows Guen to be placed in any adjacent square when a Unique Champion is first bloodied (he also has Astral Mist, which allows him to be placed in any victory area when recuced to 0 or fewer HP). Giving him Multi-Activation obviously reduces his speed (a suggestion from Peter Lee). The Warband Building was also referred to by Peter Lee.
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| Knight of Argenis Corim Danex Warlord
 6621 Posts



 West Valley City, Utah
 | | 03/20/2008 7:09 PM |
| Note about speed: elves in 4e have speed 7 and if his boots give him any bonus, it should be 8
Unless you give him multiactivation, of course.
| | "Look to God and live." Alma 37:47 Vindicated Champ of Hippogriff (Arcadian Hippogriff) and Uncommon Horse | |
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