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Super solo rules, considered
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<blockquote data-quote="Fieari" data-source="post: 5864193" data-attributes="member: 16221"><p>If you reduce the heart to 0, but not the tarrasque, it merely sleeps. If you reduce the tarrasque to 0, but not the heart, it sleeps. Only when BOTH are at 0, simultaneously, does it die. Otherwise, the heart regenerates the tarrasque, or the tarrasque's other organs regenerates the heart.</p><p></p><p></p><p></p><p>Hrm. Here's the problem I was planning on overcoming, and see what you think of it.</p><p></p><p>My players have, on occasion, discussed the various underhanded, sneaky, non-wish and underleveled methods of killing a Tarrasque in 3.5e. Furthermore, they've dealt with unconscious-but-regenerating monsters already in my campaign, and handled them by having someone standing there, constantly using the coup de grace action.</p><p></p><p>What I want is to close loopholes for cheap kills. I can just see them preparing in advance, luring the Tarrasque into a pool of acid, and keeping it there until it dissolves. Or setting a wildfire around it. Or gathering hundreds of mages to fire magic missiles. Things like that. I wanted to nip them all in the bud. And I also wanted to see the looks on their faces when they knock it out (before getting the heart) and try their coup de grace trick, but suddenly see the Big T get back up again.</p><p></p><p>This is what came to mind, and also seemed thematically cool-- except that, yes. It will be a NIGHTMARE to keep track of. I'd probably have to create a chart or bookkeeping program just to run the fight at any speed. And I wouldn't dare ask anyone ELSE to do it.</p><p></p><p>Any thoughts on the problem/alternative solutions?</p><p></p><p></p><p></p><p>I was using Asmor's <a href="http://www.asmor.com/scripts/4eMonsterMathCruncher/index.php" target="_blank">Monster Math Cruncher</a>, and it clearly lowballed me. This WILL be corrected.</p><p></p><p></p><p></p><p>This, I want to hear more details on. What aren't you sure about it?</p><p></p><p>Typical regeneration merely adds more HP to a monster, without adding anything tactical to the battle. The regeneration ability I have here means that the players MUST keep the pressure up on the big guy, or they'll have to nearly start over. Making the ability heal too little will mean it'll barely be a tactical consideration. Making it active all the time is, again, just giving it more HP, and thus making for more of a slog.</p><p></p><p>So... what's your issue with it?</p><p></p><p></p><p></p><p>Wouldn't that make them trivial, non-entities in the encounter? As opposed to something that reasonably needs attention and use up action economy? There especially needs to be something to draw action economy in the Heart Chamber... I'm not sure what else to use.</p></blockquote><p></p>
[QUOTE="Fieari, post: 5864193, member: 16221"] If you reduce the heart to 0, but not the tarrasque, it merely sleeps. If you reduce the tarrasque to 0, but not the heart, it sleeps. Only when BOTH are at 0, simultaneously, does it die. Otherwise, the heart regenerates the tarrasque, or the tarrasque's other organs regenerates the heart. Hrm. Here's the problem I was planning on overcoming, and see what you think of it. My players have, on occasion, discussed the various underhanded, sneaky, non-wish and underleveled methods of killing a Tarrasque in 3.5e. Furthermore, they've dealt with unconscious-but-regenerating monsters already in my campaign, and handled them by having someone standing there, constantly using the coup de grace action. What I want is to close loopholes for cheap kills. I can just see them preparing in advance, luring the Tarrasque into a pool of acid, and keeping it there until it dissolves. Or setting a wildfire around it. Or gathering hundreds of mages to fire magic missiles. Things like that. I wanted to nip them all in the bud. And I also wanted to see the looks on their faces when they knock it out (before getting the heart) and try their coup de grace trick, but suddenly see the Big T get back up again. This is what came to mind, and also seemed thematically cool-- except that, yes. It will be a NIGHTMARE to keep track of. I'd probably have to create a chart or bookkeeping program just to run the fight at any speed. And I wouldn't dare ask anyone ELSE to do it. Any thoughts on the problem/alternative solutions? I was using Asmor's [url=http://www.asmor.com/scripts/4eMonsterMathCruncher/index.php]Monster Math Cruncher[/url], and it clearly lowballed me. This WILL be corrected. This, I want to hear more details on. What aren't you sure about it? Typical regeneration merely adds more HP to a monster, without adding anything tactical to the battle. The regeneration ability I have here means that the players MUST keep the pressure up on the big guy, or they'll have to nearly start over. Making the ability heal too little will mean it'll barely be a tactical consideration. Making it active all the time is, again, just giving it more HP, and thus making for more of a slog. So... what's your issue with it? Wouldn't that make them trivial, non-entities in the encounter? As opposed to something that reasonably needs attention and use up action economy? There especially needs to be something to draw action economy in the Heart Chamber... I'm not sure what else to use. [/QUOTE]
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