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General Tabletop Discussion
*Dungeons & Dragons
a few Q's about the G series conversions
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<blockquote data-quote="Andre" data-source="post: 1929360" data-attributes="member: 25930"><p>The main difference is that giants have pretty much doubled in power between 1E and 3E. </p><p></p><p>2E increased their hit dice by 50%, 3E kept the extra HD and gave them huge Con bonuses to hit points. The changes to Strength and BAB mean giants can deal out even more damage than before. Add all this up and the result: </p><p></p><p>a 1E hill giant had an average of 38 hit points (8d8 + 1-2)</p><p>a 3.5 hill giant has an average of 102 hit points (12d8 + 48)</p><p></p><p>a 1E hill giant had one attack as a 8 HD monster for 2-16 points of damage</p><p>a 3.5 hill giant has an attack of +16 for 2d8+10 damage, and a full attack of +16/+11 for 2d8+10 damage</p><p></p><p>Now, giants still have certain weaknesses (low Will saves is a biggie) and some spells work better in 3.5 (<em>ray of enfeeblement</em> has no save now). But any way you look at it, a party has to either play perfectly or be very lucky to survive the converted modules at the same character levels as the originals. Even parties which rely primarily on stealth, rather than stand up fights, will have a hard time.</p><p></p><p>BTW - A solution one person who converted the modules suggested was lowering the giants' HD back to their 1E levels (so hill giants would be 8d8+32 instead of 12d8+48). This would also affect their BAB, which reduces their offensive power. I've modified the basic giants this way and can post the stats if anyone's interested.</p></blockquote><p></p>
[QUOTE="Andre, post: 1929360, member: 25930"] The main difference is that giants have pretty much doubled in power between 1E and 3E. 2E increased their hit dice by 50%, 3E kept the extra HD and gave them huge Con bonuses to hit points. The changes to Strength and BAB mean giants can deal out even more damage than before. Add all this up and the result: a 1E hill giant had an average of 38 hit points (8d8 + 1-2) a 3.5 hill giant has an average of 102 hit points (12d8 + 48) a 1E hill giant had one attack as a 8 HD monster for 2-16 points of damage a 3.5 hill giant has an attack of +16 for 2d8+10 damage, and a full attack of +16/+11 for 2d8+10 damage Now, giants still have certain weaknesses (low Will saves is a biggie) and some spells work better in 3.5 ([i]ray of enfeeblement[/i] has no save now). But any way you look at it, a party has to either play perfectly or be very lucky to survive the converted modules at the same character levels as the originals. Even parties which rely primarily on stealth, rather than stand up fights, will have a hard time. BTW - A solution one person who converted the modules suggested was lowering the giants' HD back to their 1E levels (so hill giants would be 8d8+32 instead of 12d8+48). This would also affect their BAB, which reduces their offensive power. I've modified the basic giants this way and can post the stats if anyone's interested. [/QUOTE]
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