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  • (October 29, 2023, 01:32:45 AM)
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Constructs are they worth it?

They are almost too good.
0 (0%)
Good as is.
14 (37.8%)
With the avalable upgrades(from golem mini campaine) they are ok but only just.
11 (29.7%)
They need some love to really be useable.
12 (32.4%)
They suck why would you use a construct.
0 (0%)

Total Members Voted: 37

Author Topic: Constructs Good Bad...taken for Granite???  (Read 7961 times)

Offline WallyTWest

  • Scientist
  • Posts: 415
  • 'Lux Mundi'
Re: Constructs Good Bad...taken for Granite???
« Reply #30 on: March 08, 2016, 04:40:32 PM »
I am part of the improve large creature camp- it would be the easiest to implement.

Not slowed by terrain, hits medium creatures harder and ability to carry treasure-

Offline Darkson71

  • Mad Scientist
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  • Rolling 1s so you don't have to since '95
    • Home of the ARBBL
Re: Constructs Good Bad...taken for Granite???
« Reply #31 on: March 08, 2016, 05:35:18 PM »
I have never thought of them as weaponless! Blimey that would downgrade them...

Agreed.  I was under the impression the "unarmed" rule was for models that lose their weapons during a game (or are listed as unarmed), not for any model that didn't start with a weapon.  That would make warhounds useless.
Home of the ARBBL
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Offline joechuck

  • Student
  • Posts: 10
  • I've got too much time on my hands. -Styx
Re: Constructs Good Bad...taken for Granite???
« Reply #32 on: March 08, 2016, 10:54:28 PM »
From the Errata:

Weapons – For game purposes, animals, undead, demons, and constructs are NOT assumed to be carrying weapons, and thus spells that target weapons cannot be used on them.


Have I been interrupting this wrong? If they aren't assumed to be carrying weapons aren't they unarmed combatants?
« Last Edit: March 08, 2016, 10:56:35 PM by joechuck »

Offline Kommando_J

  • Mastermind
  • Posts: 1219
Re: Constructs Good Bad...taken for Granite???
« Reply #33 on: March 09, 2016, 12:39:01 AM »
I'd assume what is meant is that they do not suffer a penalty for being unarmed as they have natural weapons and that the bit about spells is saying you can't disarm a golems fists/warhounds teeth.





Offline joechuck

  • Student
  • Posts: 10
  • I've got too much time on my hands. -Styx
Re: Constructs Good Bad...taken for Granite???
« Reply #34 on: March 09, 2016, 01:08:20 AM »
I'd assume what is meant is that they do not suffer a penalty for being unarmed as they have natural weapons and that the bit about spells is saying you can't disarm a golems fists/warhounds teeth.


I like the sound of that better! I thought they were considered unarmed for about a week now, after reading that in the errata.

Offline Darkson71

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  • Rolling 1s so you don't have to since '95
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Re: Constructs Good Bad...taken for Granite???
« Reply #35 on: March 09, 2016, 03:05:24 AM »
The unarmed rules does say a model that "loses" it's weapons, not one that starts without one.

Offline joechuck

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  • I've got too much time on my hands. -Styx
Re: Constructs Good Bad...taken for Granite???
« Reply #36 on: March 09, 2016, 03:32:26 AM »
The unarmed rules does say a model that "loses" it's weapons, not one that starts without one.

Another valid point. Thanks guys!

With that all being straightened out. I'll say that I feel that they are good as is. Of course, I would love to see more options in the future!
« Last Edit: March 09, 2016, 03:34:01 AM by joechuck »

Offline Like_Clockwork

  • Bookworm
  • Posts: 93
  • "The only way to meet your equal, is to become it"
Re: Constructs Good Bad...taken for Granite???
« Reply #37 on: June 28, 2016, 04:57:22 AM »
I personally believe Constructs could use some sort of boost, however I think it is redundant to make it simply an improvement in stats. If you look around my thread: "Frostgrave Ideas", I present a lot of ways I think Constructs could be improved upon.

In general, I think Constructs should be configurable, with fluid stats, and weird, specific abilities. When an artificer or a battle engineer in the fantasy universe creates an automaton or a construct, it generally is for a very specific purpose, and has very specific functions. You could create a variety of interesting constructs by embedding spells, potions, magic items, or even altering (not upping, altering) their stats (like lowering a large constructs health to improve it's speed) and so forth.

I don't think constructs should be based on power, but utility.


Thank you,
Like Clockwork
I do hope you enjoyed reading whatever it is I have typed, I likely put some thought into it, and appreciate when others look into my brain and go, "Huh, okay"

Offline joe5mc

  • Moderator
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    • The Renaissance Troll
Re: Constructs Good Bad...taken for Granite???
« Reply #38 on: June 28, 2016, 09:45:48 AM »
Just to clear things up, any creature that starts without a weapon, including demons, undead, constructs, warhounds, etc. is never considered unarmed. This is an advantage as it means they are immune to the Decay spell.

Offline Azzabat

  • Scientist
  • Posts: 252
Re: Constructs Good Bad...taken for Granite???
« Reply #39 on: June 28, 2016, 03:04:39 PM »
So since their weapons are Fangs (and a bad attitude) ... my Warhounds are immune from Tooth Decay? Sweet!

Well ... maybe not sweets ... that would surely lead to tooth decay. Not heavy brushers my Warhounds.     lol
I know the voices aren't real .... but they have such FASCINATING ideas!

Offline ChaosChild

  • Librarian
  • Posts: 173
Re: Constructs Good Bad...taken for Granite???
« Reply #40 on: June 28, 2016, 09:45:17 PM »
And also a disadvantage since you can't enchant their fists, teeth etc.

 

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