Hi all,
I said I would do this a while back and never did, but here I am....
I really like bleached lizards idea of a dungeon loadout sheet to give the Overlord more flexibility in what monsters to add into a dungeon. However, this isnt as easy as it sounds and has to be done right, otherwise the overlord could just keep populating it with the same things all the time. The whole idea was for more variety, especially since I now have ToI and none of the original 40 dungeons have any monsters from ToI in them (and the lava beetles are upset by that).
However, before I start putting together my own, my first job was to re-value the monsters and this is where I need your help and feedback.
First of all, I'm talking about raw value taking the monsters on their own. The fact that the beastmen spawn card gives 2+1 beastmen and the sorcerer circle spawn gives 2 sorcerers is irrelevant for the purpose of this excercise - it is simply comparing individual monsters.
So, I sat down with all the copper monsters, laid them all out in a big line and looked real careful at their stats and abilities, trying to take everything into account. Here is what I came up with
5 Kobold
7 Spider, Hellhound, Skeleton
10 Ferrox, Beastman
11 Sorcerer, Shade, Lava Beetle
12 Razorwing, Dark Priest
14 Wendigo, Medusa
15 Deep Elf, Ogre, Manticore
16 Blood Ape, Naga
18 Golem, Troll
19 Chaos Beast
20 Giant, Dragon, Ice Wyrm
21 Demon
Some of my own comments:
Sorcerers and Shades at 11 and Ferrox and Beastmen at 10. This was a tricky one, but the more I looked at the stats, the more I would always choose the Sorcerer over Beastman. The movement is the same. Sorcerer has 1 more wound. Beastman is +2 damage, Sorcerer is Sorcery 2. Damage on the red dice is the same on 5/6 sides, but on the one that is different it is 4 instead of 1. But there are 4 surges on the white dice, and 2 on the red. However, the main thing is that the sorcerer can attack at a distance, so this just gives him the edge.
Deep Elf. The threat cost to reinforce a deep elf is 4 (although this is a pointless rule since you can never actually reinforce a deep elf as none of the Lt's have a deep elf as a minion, but anyway...) so I thought originally they were about as powerful as a beastman. Oh no. +1 movement, +3 wounds, +1 armour. The pierce 2 is not quite as good as the +2 damage. But they have the same attack dice. Deep Elf has Shadowcloak. So its a much better figure. But how good. Not as good as a Naga but I think better than a Medusa
Ogre. Reinforcement cost 6 - same as Troll. But the more I looked at it, the more I didnt think it was that good.
Demon / Giant / Dragon - Another tricky one. My experience is that the Demon is better than a Dragon.
The next stage is for me to get flamed and told that I dont know what I am on about and how my list is rubbish.
Once that stage has passed, and I have listened to peoples comments, I'll amend my list accordingly and then start work on the Masters. I'd like to simply say that a master version of the monster is 50% more, but I dont think this is the case, since the extra abilities of some masters is far superior than others. (Eg: Master Beastmen should outvalue Master Ferrox)
And then finally, I want to work on my own Dungeon Loadout sheet, giving the OL XP with which to purchase monsters to populate a dungeon. This will follow the same basic idea of bleached lizards (Dividing the XP into the 3 types and then having some generic that can go anywhere), but on some levels I will make some monsters cheaper, and on others I will make some more expensive - possibly even excluding some from the list.
This will hopefully encourage the variety of monsters without the OL choosing his favourites each time.
Thanks all.