Introduction
Something’s been a-tumble inside
the brainbox right from when I thought about the particularities of hunting
large game. When men set out to battle giants, what music should be stirred by
the felling of tyrants? Being more prosaic, I don’t appreciate the lack of
tactical variety arising from combat with foes drastically larger in size than
player characters.
This is not about pushing an agenda that large creatures should by rights be tougher to beat, rather that, as a challenge, they should feel different and require a distinct approach rather than the mended old hat of getting the cudgels out and whacking away at the ankles of the Hp piñata until it keels.
Plucking right from the stories, monstrous creatures of legend are something that garden-variety folk heroes run away from and which only epic Heroes will tackle willingly, though even then more than likely through some use of cunning for tipping the scales.
In DnD all that is absent: the gameplay surrounding combat with large monstrous opponents mostly plays like Times New Roman twelve, wrong-headedly reduced to a slugging match with a large juicy bag of Hit-points saddled with a bad action economy, leading to the mechanical juncture of monstrous foes, due to being single targets, being actually easier to face than an equivalent challenge made of multiple smaller ones (the DMG’s guidelines on CR copping admission to this very fact). Occasional legendary and lair actions feel like just a tacked-on mitigation device. Being one to go looking for trouble where there is none, I’ve been thinking up ways to change this.
In DnD all that is absent: the gameplay surrounding combat with large monstrous opponents mostly plays like Times New Roman twelve, wrong-headedly reduced to a slugging match with a large juicy bag of Hit-points saddled with a bad action economy, leading to the mechanical juncture of monstrous foes, due to being single targets, being actually easier to face than an equivalent challenge made of multiple smaller ones (the DMG’s guidelines on CR copping admission to this very fact). Occasional legendary and lair actions feel like just a tacked-on mitigation device. Being one to go looking for trouble where there is none, I’ve been thinking up ways to change this.
The aim is set on
differentiating low from high-level play tiers in a shape that pays homage to
the epics and brings up monstrous foes into more credible threats without resorting to the dreaded one-shot
kills, since squashing player characters like so many rude cockroaches is probably
what the wrong dosage of game-realism would bring about.
To avoid sysiphean roadblocks
such as messingly tampering with individual MM entries, here are some blanket-rules.
These all presume that the PC protagonists are human or near-to-human sized. I
am, of course, still grossly abstracting and not at all accounting for a wide
range of variables, such as large sized but lightweight creatures, as I want to
keep the system nimble. These rule proposals are intended for bulky, giant-like foes, such as Ogres and Cyclops, against whom adventurers ought to be required
to employ specialized weaponry (reach, ranged), as well as different tactics.
The Crunchy Bits
Colossal Foes (creatures Large-sized and greater):
- Inflict incidental damage, as their
shifting bulk makes them dangerous to stand around: At the beginning of the monster’s combat round, any normal or smaller sized character within 5’ suffers d4 points of Incidental Damage (bludgeoning), unless the
character passes a [Dexterity save (DC 8
+ Monster’s Dexterity modifier)]; the incidental damage die grows by 2
sizes for every size category above Large.
- Have greater odds of inflicting
deadly wounds: Player Characters checking for Death and Dismemberment roll one
less d6 on the table;
- Are fearsome and awe-inspiring:
Characters wishing to face them in combat must pass Fear (PCs) or Morale (for
NPCs) checks, unless they have significant experience overall (Character Level
above creature’s CR) or have victoriously faced down such a creature before;
Heartbreaking Departures
Moving even further afield from
the traditional rules basis, one can distill the quintessential failure of suspension of
disbelief surrounding large foes: that their attacks somehow care about whatever
armor a puny and minuscule target happens to be wearing at the time they smash
into its skull with a tree trunk. It’s just such an oliphant in the parlour that, once
noticed, it never then ceases to gnaw at you with its mocking tusks. Roger
G-S’s sadly fallowed Roles, Rules and Rolls has an excellent post on the
matter.
It is known before cramming
any wedge between DnD and abstraction that it'll turn into one of those “carefully pick your battles” type of thing: is it still even DnD once such
changes are contemplated?
Seeing how the current ruleset would have a Dexterity 3 fighter in plate mail avoid attacks from giant kin better than a Dexterity 18 unarmoured combatant, I as gamerunner am decidedly not confortable with chalking this all up to abstraction, so I don’t see how it can be otherwise.
Seeing how the current ruleset would have a Dexterity 3 fighter in plate mail avoid attacks from giant kin better than a Dexterity 18 unarmoured combatant, I as gamerunner am decidedly not confortable with chalking this all up to abstraction, so I don’t see how it can be otherwise.
Tin-tanks ought to do good
against hordes of smaller foes. Against creatures that can shade them from the sun? Not so much. After casting for alternatives (monstrous attacks resolved
through DEX saves, for one), landed on this:
- Attacks from Huge and Gargantuan creatures upon normal-sized and
smaller characters ignore any mundane armour worn and instead treat the target’s
Dexterity attribute total as its Armor Class.
[Independent of, but relevant to
the above: I don’t intend to have monsters – especially ponderous and lumbering
ones – frequently boast a proficiency modifier on attack rolls as I’ve found 5E
to have made the target numbers for hitting attacks exceedingly low and easy to
obtain.]
To draw this to a close, my
hope’s to remedy the disconnect imposed by the excessive abstractions of armour
class and to allow the unarmored combatant a time and a place to shine,
introducing a tactical situation where having armor will be, if not an outright
liability, at least completely irrelevant. If on the one hand I feel pretty
strongly about applying the above rule or some variation thereof to Huge-plus
sized critters, I stop short as regards Large monsters, as they don’t fray the
rope of credibility quite as much and – in more practical terms – as it could turn
armour useless against too vast a portion of the playing field.
I came up similar "incidental battering" damage from enormous foes some years ago.
ResponderEliminarFor "merely Large" foes, I'd like something like "apply only half the armor bonus to AC", but that would be unpleasant extra calculation (and is partially taken care of by the usually greater Strength of such creatures).
I actually thought precisely that!
ResponderEliminarIt's harder to track and tweak when multiple statistical sources (attributes/abilities/other) conspire to represent a "larger than you"-type creature. The linked Midkemia matrix may seem quaint but it did all of that lifting in a self-contained fashion.