Daedalus wrote:Mohawk, are your numbers based on an average of Heroes-attack-first and monsters-attack-first scenarios? I figure the best representation of a likely outcome in a Quest would lie somewhere between a Heroes-attack-first and an average.
Standard deviation is also worth thinking about, as Anderas had cited before in
this thread. A variance of 2 is generally applicable for higher monsters, so using that inexact number a lone 555 Minotaur would dole out 0-3.5 damage. The same Minotaur with 3 Beastman buddies would hack and slash for 3.2-7.2 damage.
The numbers in my previous post are based on Anderas's criteria: two Heroes attack first, then the monsters take a turn, then three Heroes and Zargon alternate taking turns until the monsters die. I usually assume that half of the Heroes playing the Quest get the first strike as a balance between the "phallic formation" tactic and the possibility of traps or furniture snarling the Heroes' plans.
I can't calculate the standard deviation of Beastmen with counters at the moment (which is why that ability is not yet featured in my Excel stuff), but without it the std. deviation of each room lies between 1.2 and 3.2, depending on the strength of each individual room.
One thing to note about standard deviation is that the end result of a whole Quest will vary by much less than that of a single room, as the variances in each individual room tend to cancel each other out. So while Verag's room in The Trial may have an avg. and st.dev closer together (9.3 and 3.5 respectively), the st. dev of the entire Quest is a smaller percentage of the average (23.7 and 5.6). Or more relevantly, if the avg. and st.dev of
one room with a 555 Minotaur and three 322 Beastmen are 5.2 and 2.6, which is a damage range of 2.6-7.8, the avg. and st.dev of
three such rooms are 15.6 and 4.5, which is a damage range of 11.1-20.1, not quite as wide.
Daedalus wrote:If we treat Beastmen as the new grunt in the lasts Quests, there is a danger Quests may prove too difficult. That's why I changed my Beastman ability vote to a reduced 2-AD counter attack--I'd prefer to see them in numbers. If the Beastman counter attack remains at 3 AD, I feel an artifact will be all but necessary to help against them.
The difference between a 2-AD counter and a 3-AD counter, against high-level teams, cuts counter damage approximately in half, but is more incremental against lower-level teams - i.e., Not A Big Difference. Why not approach the argument from a different angle? Beastmen with any counter are more dangerous in close-combat quarters. The stronger the counter, the more we encourage Heroes to take them out with ranged weapons and magic spells. We probably don't need them to have a counter so strong that it will force the Heroes to re-evaluate their fighting style, especially if crossbows have not been purchased across the board yet. I'll be switching my vote in the other topic to a 2-die counter, conditional on the counter attack being a separate roll from the monster's Defense because if a Wizard is dumb enough to cast Fire of Wrath on an adjacent Beastman, I want him to suffer for that mistake.
Daedalus wrote:No one has commented against a 1 Mind Point Minotaur but I. Is anyone interested in a Mv:7 At:5 De:4 BP:5 MP:2 stat option?
Using canon materials only, the only difference between a 1-MP Minotaur and a 2-MP Minotaur is the average duration of Sleep (6 turns vs 3 turns) and their susceptibility to Arrows of the Night (the 2-MP version takes slightly less damage). Absent some new Mind-affecting Spell Scrolls, Sleep is available a maximum of twice per Quest (if it gets Spell Ring'd). Personally, I like them at 2 MP but would not be completely put out by a 1 MP variation. I confess I'm a little more uncomfortable with the Minotaur having 5 Body Points though, as that all but requires most post-Minotaur bosses to have 5 or 6 BP at minimum to keep up. That can get out of hand quickly with guards in the picture - and everyone knows the worth of any good Chaos Sorcerer is measured in the quality of his guards. The maximum stat line I would be OK with for the Minotaur is 544.
(Think about the Frozen Horror for a second: How many Chaos Sorcerers appear in that Quest Pack? None - and with the sheer power of the Warbears and Yetis, they'd be redundant at best.)
Also, let's talk ability for a second: It looks like the 10-square rage charge is currently the leader. Anybody want to try to change my mind to a different option, or are we good on that front?