
Gonturan |

Does anyone have a suggestion for a quick mechanical adjustment that would allow a GM to remove the greatswords and longbows etc. from the werewolves in Chapter 3, without reducing their CR?
I feel that natural attacks are better for the mood and genre, plus they always carry the inherent risk of infection. However, I'd rather not re-do all the wolves' stats if I can avoid it. Thanks!

Josh Hodges |

Spoiler:
Aspect of the Beast is a very helpful feat for this. Beyond that... none of my players are doing anything with metal or sundering, so I'm just making all the nonmagical armor into "plot" armor. As to the bows, I'm simply going to have the archers do their archery in humanoid form, not hybrid. I'm leaving the antipaladin with all his gear, because he's a bizarre special case. I'm going to have to move a lot of treasure around, and will probably still have to fudge some more numbers, but I think I'll be able to get this to work somehow. Also I'm doing everything I can to avoid sharing most of the werewolf art in the module with players, because it's just too silly and WOW-esque for my taste. So the simplest fix is to swap a few feats to make them useful for weaponless combat, and just fudge the AC. Alternately, substituting in alternative +AC items is a good way to sneak back in some of the treasure you're eliminating.

Josh Hodges |

Screenmonkey2099 wrote:
Just get rid of the physical weapons and have the claws do the same damage as if they were wielding them?
Remember rule #1, there are no rules.
This also works. Fortunately the statblocks show some restraint, and this approach won't lead to a wolf with a flaming left claw and a shocking right claw or anything similarly silly.