My son's take on the Egyptian god Khonshu, from Disney's Moon Knight. He's made from tin foil and Fimo and based as a god for Hordes of the Things.
Here's how he (my son, not the skull-faced deity) did it:
My son's take on the Egyptian god Khonshu, from Disney's Moon Knight. He's made from tin foil and Fimo and based as a god for Hordes of the Things.
Here's how he (my son, not the skull-faced deity) did it:
He's put up a video about it here:
I also have a big batch of kitbashed and half-painted broos that should slot in nicely. This fellow could work as a broo too, of course - albeit an unusually well-equipped one.
To recap:
I like the balance of 6 HP vs D6 damage. But the problem is that rising HP (even if it's just one point per level) immediately take characters to a point where there's no risk of death from a single orc arrow. I don't want that!
Enter the critical hit. A straight critical on a roll of 20 on a D20 comes up far too often. So here's my rule:
As a two-handed weapon essentially doubles the chance of exploding damage on a 20, there's a strong incentive to carry one - though at the cost of the D6 absorption that a shield offers. A critical is likely to overwhelm a shield; even if a 6 is rolled against a 6, the extra die will still get through.
Something I really like about this is that it (theoretically) allows even a first-level character to slay a dragon or a giant or similar sack of hit points. It means that the humble orc arrow still poses a risk - however unlikely - to the highest-level fighter. And it frees me up to allow higher-level characters to add hit dice rather than hit points with each level.