Thursday, October 13, 2016

Advanced Fighting Fantasy 2 • Re: gremlins?

Advanced Fighting Fantasy 2 • Re: gremlins?

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the only reason i'm going with magic is because they are noted as being highly intelligent so seems they would have the ability to learn magic.

their stats are so weak that regular goblins can slaughter them pretty easily and with 3 stamina one hit can kill them pretty handily.
they should be pretty tactically able though and be well aware of their frailty against the bigger races, I think mine will be armed with daggers on long sticks (spears but using the dagger damage table because of how small they are) maybe short bows and remaining in their own tiny tunnels but attacking those outside and preferably out of reach of non-long weapons.

i'm giving them fire bolt because that allows a dodge/skill/luck roll to avoid so seems a bit more "challenging" than force bolt which would just be "deadly" (3 gremlins throwing 3 force bolts would be doing 3D6 stamina damage to an enemy which is pretty much just that player out of action, at least this way they get to try and dodge it. also force bolt ignores armour but fire bolt does not state that it does)

even the combat spells that boost Skill would be less useful because going from 4 to 5 isn't enough of a deal.
that being said i'm considering what gods a gremlin might worship...because while adding to their own stats won't help much impeding heroes might make it tenable to go one on one.
my ones will definitely be using traps and similar: weight activated traps which they can run straight over due to their lightness, height activated traps (like the Indiana jones traps activated when you disrupt a line of light) again they can run straight under.

the winged gremlins seem like an entirely different creature in all honesty so I will probably shelve them for this

Statistics: Posted by Eddie — Thu Oct 13, 2016 7:06 am






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October 13, 2016 at 03:51AM

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