Lead Adventure Forum
Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: Grey Panda on 19 October 2015, 08:41:51 PM
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I'm definitely not a fan of adding racial differences to Frostgrave; I love the simplicity of the game as is.
However after watching Ash's latest video where an Owlbear featured in place of a regular bear I thought it might add a little flavour to add simple ability modifiers to "supernatural" or fantastical creatures (I have a large Reaper Minotaur mini that would grace any evil warband) These modifiers could have a point cost (perhaps +50 per +1 modifier of a primary characteristic (F & S) (+25 per point of movement)There could be limits on the advancements.
Of course these changes are not required to include your favourite mini but if it looks like a large monstrous aberration of nature! I thought it might be more interesting to make use of a few larger minis for the warbands with a little backstory (a magical experiment going wrong and resulting in the apprentice's former girlfriend resembling a four armed white gorilla on steroids (she formally had just two arms)
Any thoughts? If this was used as a house rule what should the point cost be on increasing characteristics?
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I bought a box of WGF Samurai on a whim, and while they're not bad, I think I'd rather use Perry for my eventual Samurai project. So I'm going to paint some of them as Terracotta/stone construct soldiers for either an Enchanter or Necromancer warband. :D
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Why not just have the minotaur as a greater demon?
I know what I would think a minotaur was if I saw one in real life. :o
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I'm using beastmen as minor demons so a Minotaur would work as a greater demon for me
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For big beasty, I'd use the Templar, or Barbarian, stat line and cost. Change him to a beast. Beasts can't carry anything, so to make up for that new limitation I would give him the W mod bonus for an animal companion (as per the Witch Spell). Include the +2 Damage modifier that the Templar or Barbarian would have for using a 2 handed weapon.
Move 5 Fight +4 S 0 Armor 12 Will +3 Health 12 +2 Damage 100GC
or
Move 6 Fight +4 S 0 Armor 10 Will +5 Health 14 +2 Damage 100GC