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*Pathfinder & Starfinder
1st level party vs. injured giant
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<blockquote data-quote="Riastlin" data-source="post: 5540522" data-attributes="member: 94022"><p>I wouldn't say that this is pushing it too far. Consider a character that wants to take the Executioner's Axe or Mordenkrad, etc. Their first feat will likely be Weapon Proficiency and its far from uncommon to keep your starting stats at 18 or less. If its the first adventure as you say they won't even have a +1 weapon yet. All of that adds up to +6 to hit. Now, by 2nd level I'd agree that those are fairly reasonable assumptions.</p><p> </p><p>Of course, as you say, Ranger Wickett is certainly going to be in the best position to know what his PCs have in their arsenal.</p><p> </p><p>As for the encounter itself, I think I would go for either a level 8 or so standard critter (sorta like the start of Rescue at Rivenroar and the ogre there) or drop it down to a noticeably lower level solo and reduce its damage quite a bit. I'm just not sure you want a bad roll or two deciding a PC's fate (of course, if you are going for the gritty feel then this is perfect). As for explaining the "inconsistencies" that will crop up later when the party encounters "level-appropriate" giants at full strength, I think a good way around this is to have the trap not only badly wound the giant, but also perhaps poison/slow/etc the giant. "As the poison courses through its veins, the giant's reflexes are slowed to a crawl, its arms appear heavy and suddenly its no longer able to block those strikes that were trivial before. You could maybe even make the poison grow stronger as the fight progresses which would help to reduce the grindy feel of a solo encounter. Finally, make the poison maker be one of the hunting party that gets killed, and the poison is his own "secret recipe". Heck, if giants are going to feature prominently in the campaign, this "secret recipe" could even become a plot point with the PCs trying to track down the secret later, etc.</p><p> </p><p>I do agree that aiming for a 15 to hit is probably about as high as you want to go, especially at first level since the PC's options will be limited. Of course, some of this depends on the players involved too. If they are sufficiently experienced, they may be able to come up with the ideas necessary to get their hits in (flanking, Aid Another, etc.). If they are relatively new to the game though they are less likely to think of some of these "tricks".</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5540522, member: 94022"] I wouldn't say that this is pushing it too far. Consider a character that wants to take the Executioner's Axe or Mordenkrad, etc. Their first feat will likely be Weapon Proficiency and its far from uncommon to keep your starting stats at 18 or less. If its the first adventure as you say they won't even have a +1 weapon yet. All of that adds up to +6 to hit. Now, by 2nd level I'd agree that those are fairly reasonable assumptions. Of course, as you say, Ranger Wickett is certainly going to be in the best position to know what his PCs have in their arsenal. As for the encounter itself, I think I would go for either a level 8 or so standard critter (sorta like the start of Rescue at Rivenroar and the ogre there) or drop it down to a noticeably lower level solo and reduce its damage quite a bit. I'm just not sure you want a bad roll or two deciding a PC's fate (of course, if you are going for the gritty feel then this is perfect). As for explaining the "inconsistencies" that will crop up later when the party encounters "level-appropriate" giants at full strength, I think a good way around this is to have the trap not only badly wound the giant, but also perhaps poison/slow/etc the giant. "As the poison courses through its veins, the giant's reflexes are slowed to a crawl, its arms appear heavy and suddenly its no longer able to block those strikes that were trivial before. You could maybe even make the poison grow stronger as the fight progresses which would help to reduce the grindy feel of a solo encounter. Finally, make the poison maker be one of the hunting party that gets killed, and the poison is his own "secret recipe". Heck, if giants are going to feature prominently in the campaign, this "secret recipe" could even become a plot point with the PCs trying to track down the secret later, etc. I do agree that aiming for a 15 to hit is probably about as high as you want to go, especially at first level since the PC's options will be limited. Of course, some of this depends on the players involved too. If they are sufficiently experienced, they may be able to come up with the ideas necessary to get their hits in (flanking, Aid Another, etc.). If they are relatively new to the game though they are less likely to think of some of these "tricks". [/QUOTE]
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1st level party vs. injured giant
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