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Yeti in soloquest = instadeath

Discuss Quests, Cards, Monsters etc, from the Barbarian Quest Pack: The Frozen Horror.

Re: Yeti in soloquest = instadeath

Postby knightkrawler » Friday June 14th, 2013 5:44am

I am about to HEAVILY modify the Yeti.
As I don't have the mini anyway, I plan on using the Beastmen from Descent 1st ed.
Look at it, it's perfect in style and pose. It tries to seriously hug seven kinds of *lemony goodness* out of you.
It's just a little small, but that perfectly helps my cause to undo the flaws presented by Daedalus.

A Yeti in my game will have 9 Move, 2 AD, 3 DD, 1 MP, 2 BP
And the Hug ability will be modified though I don't know yet how...
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Re: Yeti in soloquest = instadeath

Postby Sjeng » Friday June 14th, 2013 5:53am

you should check out my monster card for him. I also modified him.

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Re: Yeti in soloquest = instadeath

Postby Daedalus » Tuesday June 18th, 2013 3:27pm

Okay, knightkrawler's mini-Yeti got me thinking of a couple of alternate hugs. First one is all Yeti:

    Whenever a Yeti's attack causes a Hero to lose at least 1 Body Point, the mini-Yeti grabs the Hero in a powerful hug. This hug inflicts 2 Body Points of damage to the Hero at the start of the subsequent Zargon turn. The Hero cannot defend against this automatic damage, nor can he take any actions. On its next turn the Yeti must again attack and cause the Hero to lose at least 1 Body Point to continue the hug, otherwise it is broken and the Hero may act normally.
A Hero's Defend Dice become the means to break the hug using this kinder, gentler snowguy. This hug could be limited further by requiring not only undefended damage for it to be initiated, but also 2 attack results to be skulls.

This hug attack could be modified for a mini-Yeti by modifying the auto-damage down to 1 Body Point. Mini-Yetis neither sqeeze as hard nor hold on as tightly. Optionally, a minimum 2-skull roll could also be used to limit when it is initiated.

A second, alternate hug-attack would be broken with another method:

    Whenever a Yeti's attack causes a Hero to lose at least 1 Body Point, the Yeti grabs the Hero in a powerful hug. This hug automatically results in 2 additional skull attack results at the start of each subsequent Zargon turn. The Hero cannot take any actions, but he may try to defend against this attack by rolling a number of Defend Dice equal to half of his starting Body Point score, rounded down. The hug is broken if both skulls are defended successfully. The Yeti can make no other attacks while hugging.
A Hero's starting Body score, a measure of his strength, determines the Defend Dice used to break this hug attack and block its damage. This would be tough, but not impossible for a lone Barbarian to accomplish. (Maybe starting Body Points should be rounded up so a Dwarf could also have a better chance.) This hug could also be limited further by requiring at least 2 skulls to be rolled for the initial attack, beyond the standard 1 Body Point of damage to the Hero.

A mini-Yeti could also use this second hug attack, but the auto-damage would only be 1 Body Point. This less daunting death-grip would make the strength check easier. I think a minimum 2-skull roll could also be used to limit when it is initiated, if desired.

A third hug attack is the simplest:

    Whenever a Yeti's attack causes a Hero to lose at least 1 Body Point, the Yeti hugs and causes another 2 Body Points of damage to the Hero.
That's it. No unbreakable hug with continuing damage. It doesn't get any easier without tossing the hug attack out altogether. It could also be made less likely to occur by requiring the initial attack to also have 2 skull results.

If you're still reading, a mini-Yeti would only hug for an additional 1 Body Point of damage.
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Re: Yeti in soloquest = instadeath

Postby Fullork345 » Monday November 11th, 2013 1:16pm

Would the balance be hurt in the solo quests if the yeti's were replaced with Polar warbears?
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Re: Yeti in soloquest = instadeath

Postby Sotiris » Monday November 11th, 2013 2:39pm

I haven't played these quests too but if i were zargon i would not use any skill of those new monsters (hug, double attack & steal item) against a lonely barbarian. It's unfair and the meaning of ''gaining gold, equipment and magical items to join a party of experienced heroes'' is lost.


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Re: Yeti in soloquest = instadeath

Postby knightkrawler » Monday November 11th, 2013 5:02pm

Probably one stealing ice gremlin would be enough.
Also, multiple double attacks will kill your lone hero pretty soon, and the hug... well, we've been over that.

My approach as the EWp is "kill, maim, give them a run for their money at least", but there's only one player for these quests.
I am however thinking about allowing two heroes for those. Or hero with two mercenaries.
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Re: Yeti in soloquest = instadeath

Postby Fullork345 » Monday November 11th, 2013 7:02pm

But couldn't a geared barbarian solo a polar war bear?
Last edited by Fullork345 on Saturday November 16th, 2013 12:32pm, edited 1 time in total.
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Re: Yeti in soloquest = instadeath

Postby Sjeng » Tuesday November 12th, 2013 10:50am

Fullork345 wrote:But couldn't a geared barbarian solo a polar war ear?

Polar War Ears, a thing fo (f)ear. :orc:

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Re: Yeti in soloquest = instadeath

Postby Goblin-King » Tuesday November 12th, 2013 11:22am

BA DUM TSSSS!


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Re: Yeti in soloquest = instadeath

Postby Fullork345 » Saturday November 16th, 2013 12:32pm

Sjeng wrote:
Fullork345 wrote:But couldn't a geared barbarian solo a polar war ear?

Polar War Ears, a thing fo (f)ear. :orc:


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