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Steal This Rule: Fighting Colossal Creatures

So, your dragon is 100+ feet long. Oh, you say you’re fighting the Midgard Serpent? The giant towers three stories above you? And YES, a MIMIC the size of a WHOLE CASTLE! What’s that you say? You can’t imagine how you slay that massive monster by stabbing its foot with your tiny little sword? Your willing suspension of disbelief is shattered by a toothpick-like spear jamming into something...

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So, your dragon is 100+ feet long. Oh, you say you’re fighting the Midgard Serpent? The giant towers three stories above you? And YES, a MIMIC the size of a WHOLE CASTLE!

What’s that you say? You can’t imagine how you slay that massive monster by stabbing its foot with your tiny little sword? Your willing suspension of disbelief is shattered by a toothpick-like spear jamming into something the size of a modern house? You wonder how your character can survive getting hit with a claw bigger than themselves?

I have rules. They are unabashedly cinematic. Let me show them to you.

FIRST: IT IS ALL IN YOUR HEAD
Let us start with a basic logistical limitation: anything big enough to fall into this ruleset is too big to effectively run on a grid. When the area you occupy is half the grid (and the area you can attack into is the other half), positioning and placement become less important to get precise. These critters could be a battlefield, if they weren’t moving around and trying to kill you. So let us take it off the battle-grid with one simple ground rule:

Three Zones: Melee, Close, and Far
Just to give some basics. “Melee” means that you are effectively “adjacent” to the creature – close enough to hit it with your weapon. “Close” means that you are within one move action of the creature – close enough to charge, or to use most thrown weapons, but also still within the creature’s reach. “Far” means that you’re out of the creature’s reach. You can still make projectile attacks (such as from bows), and the creature needs to use ranged attacks to hit you.

Your zone can change or be changed by one step in either direction with a move action on your part, or the enemy’s. If you’re “far,” the enemy can make a move action and make you “close.” If the enemy makes two move actions, you’ll be in “melee.” If you’re in “melee,” you can take a move action to become “close,” or two to become “far.”

This might reduce some of the subtle differences between, say, 15 ft. and 25 ft., or between 25 ft. and 30 ft, but for our purposes here, that’s fine. This combat mode isn’t intended to replace all combat in your game, just to be used for the occasional flavoring, so if you use it sparingly, PC’s will still get to use those differences in combats that aren’t against things the size of your house.

Terrain can play a role, but it should probably be “abstract” terrain. If you’re fighting a frost giant on a glacial rift, make it slippery (save or fall prone whenever you make a move action!). If you’re fighting a fire giant in a volcanic chasm, make it lava-filled (10% chance of having to save or take fire damage each round!). If the players indicate their characters are moving in a certain way (ie: "away from the lava,") you can adjust the terrain on the fly to fit (okay, only 5% chance this round for that guy).

If your game of choice employs a lot of reactions as punishment for moving (OA’s, AOO’s, whatnot), you probably want to not give the giant monster those. As you’ll see below, the giant monster will have other ways of reacting to the party. The PC's can have them, but they might not be the most effective, as we'll see.

SECOND: OVERWHELMING POWER DYANMIC
Look, if a mosquito has any sense of self-preservation, she knows every time she lands to feed that she is risking her life. You casually swat her, she dies a violent and protracted death after struggling just to feed herself. Meanwhile, she can’t do much with her proboscis to slay you immediately (though she might give you a disease that does the work eventually). In fact, she barely injures you. If she’s lucky, you don’t even feel or notice her stabbing you.

In order to capture the fun parts of fighting a big creature, your PC should feel a lot like that mosquito, at least at first, at least for a while.

Two rules help with that:

You Can’t Hurt It
Oh, you can “hit” it. It is the proverbial broad side of a barn. But your blade cannot cut deeply enough to matter to it on a true HP level. It might prick, sting, hurt, even bleed a little bit, but even though stepping on a tack hurts, it ain’t never gonna kill you. Your PC, when attacking a colossal creature, is that tack: annoying, maybe a little painful, but deadly? Pheh.

Any conditions or ailments you afflict should likewise generally fail to take effect. A drop of poison from a dagger in a blood stream THAT big? A psychic gnat buzzing around a mind bigger than a whale? What works against critters your size isn’t going to work against a creature that big. Even effects like Finger of Death won’t kill such a creature outright. It is like one hundred souls. It is massive.

Also, it has no HP. Or rather, it has infinite HP. All of the hit points.

It Will Kill You Easily
On the flip side, the creature’s own attacks are doom for anyone caught in them. This is represented by their attacks filling a space, demanding those within them make a saving throw or take massive damage. See, the creature doesn’t need to roll to hit: you can only depend on your luck or skill.

How big is Massive Damage? Well, that’s going to vary a bit with the edition, but maybe these general guidelines:

  • A Wizard (or equivalent squishy character) will die in two hits (each hit halves their HP)
  • A Thief (or equivalent semi-squishy character) will die in three hits (each hit thirds their HP)
  • A Cleric (or equivalent not-very-squishy character) will die in four hits (each hit quarters their HP)
  • A Fighter (or equivalent tough character) will die in five hits (each hit quints their HP)

If you save, you still take half damage (that is, 1/4, 1/6, 1/8, or 1/10 of your maximum HP). Which means that sooner or later, everyone is going to die, and that someone's going to take damage every round. The creature can also, depending on its attack form, target only one party member, or target the WHOLE party. A sweep of a massive tail might risk everyone, but a quick bite might risk only one character. By and large, whole-party attacks should be limited use, though. A good place to use them is in a trigger event (see below). If the creature CAN use them whenever it wants to, they should be about half power (ie: save or take half of a hit, nothing on a successful save), and that generally weakens the feeling of "everybody is going to die" that these creatures can telegraph so nicely.

THIRD: LEVEL THE PLAYING FIELD WITH WEAKNESSES
In order to do damage to it (or avoid the damage it’s dealing), your PC’s are going to have to be two things: active, and inventive. Sitting there pressing the “I hit it with my attacks” button isn’t going to get things done.

Rather, there are special things you can do to the creature to expose it in some way, to make it vulnerable, or to disable its ability to strike at you. That thing is likely to be unique to the specific creature.

For instance, you’re fighting some sort of ice giant, a sort of living glacier with a blue heart of cold ice. The above rules apply: it’s a mountaintop, it will crush you, and you cannot annoy it (much).

Ah, but it has a weakness. Perhaps if a fire attack is used against it, it might become vulnerable for a time: the next attack can strike the same space the fire struck, and deal actual damage to it. The fire melted the icy protection, and now the blade can strike true.

Or perhaps you’re fighting a massive blue dragon. Its scales are thick, its illusions are impenetrable, and it will incinerate you with lighting from its forked tongue. But water can protect you. Thankfully, the battlefield contains an oasis that you can hide in…at least until the dragon gets around to using destroy water on it enough times...

A weakness can be a general trait (like the glacier’s vulnerability to fire attacks) or something more specific to the creature or the battlefield (perhaps the massive giant won’t kill anyone bearing the symbol of its ancient tribe – that person isn’t attacked), but the creature should have multiple weaknesses, because each weakness should work only a few times (once or twice or thrice) before it is shut down.

Generally, attacking the creature is a two-stage process: first, disable the defenses so that you can actually damage the creature. Then, deal the hit (ie: roll a successful attack). Similarly, defending against the creature’s attacks is two-stage as well. First, weaken the attack so that there's a chance you can escape all damage. Then, avoid the attack (ie: make a successful save). After this, the cycle is reset, and must be repeated to be effective. That is, the glacier creature’s defenses weaken when hit by fire. Then, the creature is actually damaged. After that, the defenses reset (the melting stops), and to be damaged, the creature bust be hit by fire again. And after doing that a few times, the creature’s defenses can no longer be lowered by fire. Fortunately, it has another weakness (say, a creature can make a Strength check to climb into a cavern in its flesh and stab it from within). Or, in the case of the blue dragon, you can take an action to hide in the oasis, but this means you can't attack it on that turn, and each time the dragon gets a turn, the oasis is evaporated a little more...

Discovering these weaknesses should be a matter of trial, error, rewards, and lore. Weaknesses can be discovered by throwing various attacks and attack forms at the creature and seeing "what works," or as elements of the adventure leading up to the battle. Weaknesses could even be given out as rewards: accomplishing a particular task might give the party a flaming sword especially useful against the glacier-beast, while an old man who needs some adventuring done knows that the dragon's breath is dissipated harmlessly in the sacred oasis. You can even make weaknesses up dynamically as you go along. Should the cleric’s idea to fight it against the setting sun help by weakening its attacks? Sure, why not, if you think it’s a good idea in the moment, even if you didn’t think of it before.

Of course, this creature has ALL THE HIT POINTS. How can you slay it? No matter how many times you attack it, you can’t reduce its HP total.

Well, rather than hit points, it takes wounds. A colossal creature takes one wound on any round it is hit by a character after its defenses are lowered. A character's damage potential is key to your e (like with 4e’s striker damage), you can have those characters deal an extra wound when they attack, and you can also use that to model things that are "super effective," like the flaming sword in the above example. The amount of wounds a colossal creature can take before being “defeated” can vary with the amount of time you want to keep it around (and the number of different weaknesses you want to employ), but something like 9-12 is a good ballpark most of the time (meaning between 12 and 3 weaknesses, depending on how many times each can be triggered). That might be a bit long for a “normal” combat, but these are supposed to be setpieces.

FOURTH: INSTANT REACTIONS KEEP THINGS DYNAMIC
In addition to your colossal creature’s normal action each round, there can be pre-programmed “reaction points” in the creature that trigger alternate attacks or new defenses. Typical triggers may include:

  • When the creature is wounded
  • When the creature’s defenses return after a weakness is exposed
  • When one of the creature’s weaknesses is exhausted
  • When the creature reaches the halfway point (or the two-thirds and one-third point, or the three-fourths, one-half, and one-fourths point) in its wound tally.

The triggers can be useful ways to tie what’s happening in the mechanics to what’s happening on the battlefield. Once the glacier creature has been hit by fire three times, for instance, perhaps it summons a vast magical blizzard that extinguishes all exposed flame instantly for the rest of the combat (and also functions as an attack against the entire party).

This also helps mediate the action economy that the critter is subjected to, keeping the players a bit more on their toes.

NOW YOU
So, that’s the basic set-up for fighting colossal monsters. Perhaps un-surprisingly, it works for mythic “horror monsters” pretty well, too (vampires have weaknesses built right in!), though you might not need to abandon the grid in those cases.

But now that I’ve laid the groundwork, I’d like to see what you can do with it. Post your colossal combats to the comments!
 

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Argyle King

Legend
I like the idea. I like it a lot.

However, I'm not convinced I would use the idea with D&D. I share a lot of Shayuri's concerns.

I have some other questions as well...

With the more abstract ranges, how does charging work? Can a move and a charge allow me to change my range twice in one turn?

With the more abstract ranges, how do you handle attacks and abilities which are usually auras or area attacks? Examples include (but are not limited to) a wall of fire, a healing ability which effects allies within a certain distance, and fighter stances.

How does this system interact with powers and effects which would make a player immune to the result of failing a save? Offhand, the only thing I can think of is the warforged ability to take 10 on a death save, but I know there are powers, items, and other things of that nature. (I can't think of any because it's been a long time since I've played 4th Edition.)
 

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Derren

Hero
I do like the idea of having big monsters more than HP sacks and that the usual attacks do not work on it, but I fear this wouldn't work in D&D as the players would revolt that all their shiny abilities and items are rendered useless.

Also, the reliance on weaknesses can often mean that the big monster is not allowed to fight smart so that a weakness is around. Take the blue dragon example. Why is it fighting the PCs near a source of water when it knows fully well that it can't hurt them while they are submerged? A smart enemy would attack the PCs when there is no water around which would be "unfair" to the PCs as they can hardly fight back.

Classic Combat as Sport vs, Combat as War dilemma.
 

Mishihari Lord

First Post
I like this idea quite a lot, especially for unique enemies, though I don't think they necessarily need to be colossal. Other examples could include any "impossible" opponent, such as a time mage with perfect vision of the next two minutes, a combat training golem with 10,000 years of experience, or a master psionicist in an otherwise no psionics campaign.

I think it could be a bit more integrated with the other rules. For example, to throw a bone to the crit specialist maybe for one weakness the PCs have to throw water on the monster's protective fire to create an opening, then someone has to score a hit on that location. Since D&D doesn't have hit locations, hitting the required spot rather than somewhere else is represented by scoring a critical hit.
 

Kingreaper

Adventurer
I don't see the benefit from using wounds rather than hitpoints. They're serving the same basic purpose in pretty much the same way, you just negate the difference in different characters damage outputs.
 

Dragongrief

Explorer
I don't see the benefit from using wounds rather than hitpoints. They're serving the same basic purpose in pretty much the same way, you just negate the difference in different characters damage outputs.

I think it would be moreso to negate bad damage rolls, since there would potentially be a limited number of times their defenses could be weakened. It wouldn't be difficult at all to add thresholds for dealing additional wounds (for instance: 1 wound standard + 1 wound per 10 damage rolled).
 

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