It's a simple question, and I'd just like to see what the playerbase thinks relative to myself and some others I've spoken with. I'd ask that this thread not be closed since it is in the general discussion section as well. Also, unless a DM says otherwise, I (and I'd appreciate it for the sake of the thread that others) will not release any spoilers about the strengths of werewolves gathered through combat logs. If you've never fought or seen a werewolf on ymph please don't cast a vote.
I think the Werewolves are perfectly balanced as they are. They provide a excellent challenge to the party who brave the wilds at night.
They are pretty powerful, yes, but one person in your group with knockdown, and anyone who can cast magic weapon, and they're not too dangerous. Plus, you can always carry silver weapons. Those seem to work.
It's not really that big of an issue. There's worse things than werewolves.
And considering the great number of Lycanthropes about the Isle, it would be perfectly IC to take all those things into consideration before you go exploring the Island.
Uh, they're werewolves, not teddy bears. They're meant to be pretty damn scary.
I voted yes.
Not because I think they're overpowered, but because the huge number of options confused me.
Tough? Yes.
Deadly? Yes.
Expert Spot? No.
Stealth? No.
That's my usual checklist. If something ticks three boxes, it's probably going to be overpowered IMO. Although these things are deadly, you can usually spot them a mile off. If you're alone, sneak past. In a group, get your caster to MW you up NOW dammit. :P
Dunno, depends who i travel with. If you plan on tackling them alone, well, tough luck.
Just don't solo them
You forgot to add "lol" as a poll option.
I wouldn't fight one with a party of 4 level 6's, one of these things can usually tear through parties. I'm hoping everyone who votes has an idea of how powerful they actually are(i.e. AB, DR, speed, saving throws) rather than having been in a powerful party that killed one while they watched
Werewolves seem tame by comparison to some of the tricksy tactics chosen would employ on the unwary in the ruins/sewers of underdark EFU.
Definitely not.
Having played explorers in the past and one now, both whom explore the wilds at every opportunity, I can say that I have never been terrified to encounter a Greater Werewolf, because I have never been silly enough to go out into the wilds without a group capable of handling danger.
It makes every endeavour out of the city an adventure.
They're fine as they are. As some of the earlier posters already said, there are worse things out there than just werewolves.
Heck yeah.
Quote from: artfuldodger99;129222Just don't solo them
This.
When you have an organised party, strategy is all that you need: i've never had any trobule when 3 or 4 focus on one werewolf, while a tank keeps busy the other (fleeing, not fighting) so that once one is dead, we can swarm on to the next one. It's all tactics.
The wilds are meant to be insanely dangerous, hence why you out with a prepared party. Keep them as they are.
Quote from: scribjellydonut;129235I wouldn't fight one with a party of 4 level 6's, one of these things can usually tear through parties. I'm hoping everyone who votes has an idea of how powerful they actually are(i.e. AB, DR, speed, saving throws) rather than having been in a powerful party that killed one while they watched
They hit hard certainly but I've taken them down quite a few times with fairly low level parties even non optimized. It's not like you can't avoid them either they don't see through invisibility and only spawn at night.
I've had it happen twice that they were so close to a transition that anyone walking through it wouldn't have a chance to avoid them unless they were scouting ahead with stealthed characters through each transition
Then someone was inconsiderate enough to lure them there. As said earlier in the thread, if you truly do not wish to fight them, you can avoid them entirely by not travelling at night.
If anything, I'd like to see them beefed up a bit. A smaller number of tougher werewolves would make them a bit more feared, especially if supplemented with normal beefy wolves, sniping Malarite rangers of all stripes, etc.
They would be a very cool enemy if they were a bit more rare and deadly.
I'd like to see werewolves that come with a supplement of wolves backing them up!
And did you just say sniping malarite rangers...like...using ranged weapons? Malar hates ranged weapons :D
They really aren't that bad. As the player of a char that roams the wilds with no stealth, I've solo'd plenty. (I admit my char has certain advantages in the wild that many don't, however)
Follow the Boy Scouts Motto: "Always be prepared."
Despite there 17 Attack Bonus, Improved power attack capabilities, and tendency to shred through a group that isn't prepared- (And thus, shouldn't be even in the wilds)
They aren't over powered due to their low HP, poor spot, and poor listen.
If anything, they make excellent things to, if you're careful, lure toward mist ogres and watch the fun ensue.
Quote from: Thomas_Not_very_wise;129456If anything, they make excellent things to, if you're careful, lure toward mist ogres and watch the fun ensue.
Oh Thomas, you scamp.
Leave 'em as they are. . . they aren't as bad as some things, like say, Mist Ogres
Quote from: scribjellydonut;129388I've had it happen twice that they were so close to a transition that anyone walking through it wouldn't have a chance to avoid them unless they were scouting ahead with stealthed characters through each transition
PCs are supposed to report to DMs when they lead a monster to a transition so this doesn't happen.