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Beefing up the Gargoyle

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Re: Beefing up the Gargoyle

Postby QorDaq » Saturday February 27th, 2016 9:37am

Yeah I was always a little disappointed that the obvious impetus for the usually underpowered (but occasionally surprising) Gargoyle was the very potent Balrog.

Never quite made sense other than to have an alternative "Boss" included in the base game. As I recall the Gargoyle was often replaced with other minis in my games back in the day.

This game (and its expansions) so needs a re-release, including updated minis.
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Re: Beefing up the Gargoyle

Postby The Admiral » Tuesday March 1st, 2016 11:10am

My Gargoyle will in the future have the following stats:
Att 5,Def 6, Bdy 4. Move and Mind are unchanged.

I want him to be clearly stronger than the Chaos Warrior and there is good rationale for these changes. I consider large monsters to have a base defence of 3, and he wears a helmet for +1. I considered giving him a flight ability, but that didn't seem practical in the close confines of a dungeon, but those huge wings should be good for something. I think they would be great for defence and would act a shields, giving another +2 for 6 defence dice.

He is holding a massive sword which I think is at least equivalent to a battleaxe. Coupled with his immense strength, I think it warrants an extra die for 5 attack dice.

The extra body point is warranted in my opinion for his huge size in relation to the CW.

Finally, a nod to the whip. I first considered making it a second attack of 1 or 2 dice, or just adding an extra attack dice, and those are both valid approaches, but I decided to make it a unique skill. A blow from a whip is not generally going to cause much damage. Sure, 50 lashes on an immobile unarmoured target is life threatening, but not one lash against a moving/armoured target. But a blow from a whip could knock a helmet off, Knock a shield out of the hand, catch you in the face or wrap around a leg or arm. These would all compromise a defence. Therefore I allow the whip a 1 dice attack. If it hits (skull) then the defender loses a defence dice against the main sword attack. If you want to avoid rolling twice, just roll a D6 with the 5 attack dice and consider that the whip has hit on a 4-6.

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Re: Beefing up the Gargoyle

Postby cynthialee » Tuesday March 1st, 2016 1:47pm

You can flay flesh open with a whip. One good lash from that Balrog and he could open your throat. (provided he actually has any skill with the whip, it could just be for show as it scares some folks...)
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Re: Beefing up the Gargoyle

Postby Daedalus » Saturday May 5th, 2018 4:21pm

While posting about the Guardian of Grin's Crag here, I also came up with a separate Statue ability. The Gargoyle may freely shift into and out of its statue form, a state that prevents the Gargoyle from being attacked or affected by spells. To affect it on his turn, a Hero must beat this change by rolling higher than the Gargoyle's movement score of 7 for his own movement. A Hero with a Pass Through Rock spell cast on him may automatically affect the Gargoyle on his turn.
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Re: Beefing up the Gargoyle

Postby aaronAGN » Saturday May 5th, 2018 6:27pm

Daedalus wrote:The Gargoyle may freely shift into and out of its statue form, a state that prevents the Gargoyle from being attacked or affected by spells.


That's an interesting mechanic.
I'd have the opposite effect in play. Turning to stone, via exposure to sunlight or some spell, would make them practically instantly killable by breaking the statue.
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Re: Beefing up the Gargoyle

Postby benvoliothefirst » Sunday May 20th, 2018 2:23pm

I see, kinda like a Tanooki Suit? I'm with aaronAGN, a hero with a chisel would make quick work of a stone-form gargoyle!
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