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Re: Monster Skills

PostPosted: July 4th, 2016, 12:56 pm
by mitchiemasha
cynthialee wrote:Oh I love this one!

in that case, only fair I share where/who I got the idea from. Heath at Rainn Studios. https://www.youtube.com/playlist?list=P ... LPdiDgEE0e

and yes, makes a ranger or any one with a bow quite important, more so a clean shot.

Re: Monster Skills

PostPosted: July 4th, 2016, 1:45 pm
by Gold Bearer
I think I'll tone it down a bit so they can only open doors in their starting room. Snotlings shouldn't be limited to just a couple and if they can open any doors it will make it really hard and change the game a load if there's more than a few of them, and once one gets away it could activate the whole board.

:idea: The full open any doors skill would be great for skavin gutter runners.

Re: Monster Skills

PostPosted: July 4th, 2016, 4:10 pm
by mitchiemasha
Gold Bearer wrote:I think I'll tone it down a bit so they can only open doors in their starting room. Snotlings shouldn't be limited to just a couple and if they can open any doors it will make it really hard and change the game a load if there's more than a few of them, and once one gets away it could activate the whole board.

:idea: The full open any doors skill would be great for skavin gutter runners.


Yeah, they'd likely only be 1 in any Quest. I'll be adding it to the 'Special Characters' list. Chaos Token Mod from Advanced Hero Quest. If the EW has a special character token, it can be used to place 1 from the list in a newly revealed room. The mechanics are on my 2 page.

Re: Monster Skills

PostPosted: July 4th, 2016, 9:47 pm
by MadMickyG
I don't have Snotlings, but do have a few spare Goblins without weapons. My mod buddies. Might have one or two of them in a quest, opening doors every so often. Running around yelling out "THE HEROES ARE COMING, THE HEROES ARE COMING!"

Re: Monster Skills

PostPosted: July 4th, 2016, 10:20 pm
by cynthialee
1 or 2 Snitch dudes in play would be all you need.
If the dungeon is built with the Snitch Villain mechanic taken into consideration the game could be well enough balanced.
Stock the rooms with slow monsters, so as they are released they slowly start making their way to the heroes in a seemingly unending line of monsters.

Re: Monster Skills

PostPosted: July 5th, 2016, 9:44 pm
by mitchiemasha
cynthialee wrote:1 or 2 Snitch dudes in play would be all you need.
If the dungeon is built with the Snitch Villain mechanic taken into consideration the game could be well enough balanced.
Stock the rooms with slow monsters, so as they are released they slowly start making their way to the heroes in a seemingly unending line of monsters.


If playing the Chaos Tokens mod (what can potentially spawn a snitch, Special Character) the snitch is auto counter balanced. Using the snitch to open all the rooms early on will reduce/remove the ability to play certain tokens that might be drawn later on, Trap tokens and more Special Character tokens. These can be more devastating than a slowly advancing mob.

Re: Monster Skills

PostPosted: December 29th, 2016, 7:41 am
by Daedalus
I think all I of these snitch ideas are great. Whether a planned Snotling waiting on the map or one is drawn with tokens as a constant threat, these little twerps can bring a Quest to life as a new kind of dynamic trap. I'd like to try this trick using a Goblin in the Notes section. If two were placed to run in different directions, the Heroes might split up for twice the mayhem! :twisted: