Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
1st level party vs. injured giant
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 5549295" data-attributes="member: 82106"><p>Yeah, I'm going to go with DracoSuave on this one. I see the high defense, low hit point version as a lottery. It isn't going to be THAT hard for a character to crit right off with the 2nd attack of the fight and kill the thing dead outright. This is MOST LIKELY BTW to be someone like the rogue that has an especially high to-hit (+9 is not unheard of on level 1 rogues, +8 is standard issue) and does quite high damage. Meanwhile the +6 to-hit axe dwarf? He's doing fat nothing. A difference to 2 to-hit is not a BIG deal when one guy hits on an 11 and one hits on a 9, it is a HUGE big deal when one hits on an 16 and one hits on a 14.</p><p></p><p>I would arrange it AS a hunt. The giant is wounded and trying to use its cunning and knowledge of the terrain to escape as the party beats the bush, trying to flush it out. The giant will only attack when that is a better option than fleeing, or fleeing is impossible. If the giant can get back to some arbitrary point, then it has effectively made it off into the wilderness and presumably the party can't risk the chance of running into 2-3 more healthy giants.</p><p></p><p>So, maybe make a large area map, one that is say 150 squares or 200 squares on a side. The party starts on one side of the map, and the giant starts on the other (but the party has to place themselves first and the giant could be concealed if it is in some trees etc.). The PCs move at their normal speed, the giant moves at say 2, but he can put on a burst for a round or two (maybe using an AP to triple run or something). The map can feature a bunch of terrain, groups of trees, large rocks, a stream, some logs, a cave, etc. You can make smaller tactical maps pretty quickly, so make the large scale map on say 1/4" ruled paper. Everyone can draw where they go and when/if the PCs corner the giant, they duke it out.</p><p></p><p>Note that the giant can follow several strategies, especially if the terrain is drawn up correctly. It can slowly sneak around through rough areas trying to escape without notice, or it can try to boldly move in the open on a more direct route, etc. The PCs on the other hand have the option to stick in close marching order and hope they meet their foe, or split up a bit more widely, in which case the encounter could get more interesting.</p><p></p><p>Remember, the giant is slow, the PCs with any ranged firepower can easily win. Make the giant a level 1 solo. Give it a rock throw so it can potentially force some melee, and a fairly nasty club attack. That's all you really need. Maybe rocks for the giant to throw are only available in a few places too, so that would add more tactical choices for the players. They'll also likely come up with other interesting ploys, like setting traps. </p><p></p><p>Could be pretty interesting. Remember, level 1 solo brute only has 200 hit points. The encounter isn't tough so much because the giant is a huge technical challenge, it is tough because the giant has a very real chance of escaping if the PCs are not smart.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5549295, member: 82106"] Yeah, I'm going to go with DracoSuave on this one. I see the high defense, low hit point version as a lottery. It isn't going to be THAT hard for a character to crit right off with the 2nd attack of the fight and kill the thing dead outright. This is MOST LIKELY BTW to be someone like the rogue that has an especially high to-hit (+9 is not unheard of on level 1 rogues, +8 is standard issue) and does quite high damage. Meanwhile the +6 to-hit axe dwarf? He's doing fat nothing. A difference to 2 to-hit is not a BIG deal when one guy hits on an 11 and one hits on a 9, it is a HUGE big deal when one hits on an 16 and one hits on a 14. I would arrange it AS a hunt. The giant is wounded and trying to use its cunning and knowledge of the terrain to escape as the party beats the bush, trying to flush it out. The giant will only attack when that is a better option than fleeing, or fleeing is impossible. If the giant can get back to some arbitrary point, then it has effectively made it off into the wilderness and presumably the party can't risk the chance of running into 2-3 more healthy giants. So, maybe make a large area map, one that is say 150 squares or 200 squares on a side. The party starts on one side of the map, and the giant starts on the other (but the party has to place themselves first and the giant could be concealed if it is in some trees etc.). The PCs move at their normal speed, the giant moves at say 2, but he can put on a burst for a round or two (maybe using an AP to triple run or something). The map can feature a bunch of terrain, groups of trees, large rocks, a stream, some logs, a cave, etc. You can make smaller tactical maps pretty quickly, so make the large scale map on say 1/4" ruled paper. Everyone can draw where they go and when/if the PCs corner the giant, they duke it out. Note that the giant can follow several strategies, especially if the terrain is drawn up correctly. It can slowly sneak around through rough areas trying to escape without notice, or it can try to boldly move in the open on a more direct route, etc. The PCs on the other hand have the option to stick in close marching order and hope they meet their foe, or split up a bit more widely, in which case the encounter could get more interesting. Remember, the giant is slow, the PCs with any ranged firepower can easily win. Make the giant a level 1 solo. Give it a rock throw so it can potentially force some melee, and a fairly nasty club attack. That's all you really need. Maybe rocks for the giant to throw are only available in a few places too, so that would add more tactical choices for the players. They'll also likely come up with other interesting ploys, like setting traps. Could be pretty interesting. Remember, level 1 solo brute only has 200 hit points. The encounter isn't tough so much because the giant is a huge technical challenge, it is tough because the giant has a very real chance of escaping if the PCs are not smart. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
1st level party vs. injured giant
Top