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<blockquote data-quote="Upper_Krust" data-source="post: 6053581" data-attributes="member: 326"><p>The two things you need to consider are Monster Scale and PC Power.</p><p></p><p>If the monster is Huge-Gargantuan (regular scale) and the PCs are non-epic tier, then you can probably allow interaction via Skill Checks (Climbing and Staying on Your feet while its footfalls shake the ground).</p><p></p><p>Allow those that succeed at skill checks to get into an advantageous position (attack a weakspot that is Vulnerable All 20* per tier)</p><p></p><p>*While the rest of the monster is Resist 10 All per tier)</p><p></p><p>If you fail the skill check then the monster gets a free attack upon the character (if the character is climbing up the monster then it is knocked off).</p><p></p><p>The big change comes when you scale up the monster to (as I like to call it) Mega-sizes:</p><p></p><p>Mega-size = x10 (As big as a Castle)</p><p>Giga-size = x1000 (As big as a Mountain)</p><p>Tera-size = x1,000,000 (As big as a Planet)</p><p>etc.</p><p></p><p>Firstly I would only suggest this for Epic Tier (or better) characters.</p><p></p><p>For PCs, what you need to do is give them some epic style fast movement. Ever watch any (high powered) anime and see the characters make amazing leaps, hundreds of feet into the air, or cross distances of hundreds of metres in a blink (a lot like a dimension door). Well to span the distances A. To get to the big monster and B. to traverse the big monster once you get there, our epic PCs need some innate method of fast travel. Again, I'd probably make this skill based.</p><p></p><p>The Second change revolves around the Giant Monsters themselves. Each time you up the scale from the regular sizes, add an extra encounter/stat-block to the monster.</p><p></p><p>For instance with Godzilla or Talos (both Mega-size) they would comprise 2 encounters (or stat-blocks). For something as big as a Mountain it takes 3, for something as big as a planet it takes 4.</p><p></p><p>So for Godzilla, you might have one stat-block to drop him (attacking his legs or tail) and another to attack his head and finish him off. It may also be possible to use Super-jump and climb up Godzilla to attack his head before finishing his legs.</p><p></p><p>For a Mountain-sized opponent you may have to get past the earthquakes and hurricanes accompanying it even before you get within striking distance.</p><p></p><p>Similarly for the planet sized monster, there might be a weird magnetic field at a distance of a few thousand miles, some unnatural atmospheric conditions at a few miles and some ridiculous gravitic shenanigans on the surface and you still need to get to the core of the planet-sized monster to actually kill it.</p><p></p><p>You could treat these as skill checks alone, but I'd see that as a bit boring. better to anthropomorphise these things so that the magnetic field dragons, atmospheric avatars and gravitic golems that are extensions of the beast itself.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 6053581, member: 326"] The two things you need to consider are Monster Scale and PC Power. If the monster is Huge-Gargantuan (regular scale) and the PCs are non-epic tier, then you can probably allow interaction via Skill Checks (Climbing and Staying on Your feet while its footfalls shake the ground). Allow those that succeed at skill checks to get into an advantageous position (attack a weakspot that is Vulnerable All 20* per tier) *While the rest of the monster is Resist 10 All per tier) If you fail the skill check then the monster gets a free attack upon the character (if the character is climbing up the monster then it is knocked off). The big change comes when you scale up the monster to (as I like to call it) Mega-sizes: Mega-size = x10 (As big as a Castle) Giga-size = x1000 (As big as a Mountain) Tera-size = x1,000,000 (As big as a Planet) etc. Firstly I would only suggest this for Epic Tier (or better) characters. For PCs, what you need to do is give them some epic style fast movement. Ever watch any (high powered) anime and see the characters make amazing leaps, hundreds of feet into the air, or cross distances of hundreds of metres in a blink (a lot like a dimension door). Well to span the distances A. To get to the big monster and B. to traverse the big monster once you get there, our epic PCs need some innate method of fast travel. Again, I'd probably make this skill based. The Second change revolves around the Giant Monsters themselves. Each time you up the scale from the regular sizes, add an extra encounter/stat-block to the monster. For instance with Godzilla or Talos (both Mega-size) they would comprise 2 encounters (or stat-blocks). For something as big as a Mountain it takes 3, for something as big as a planet it takes 4. So for Godzilla, you might have one stat-block to drop him (attacking his legs or tail) and another to attack his head and finish him off. It may also be possible to use Super-jump and climb up Godzilla to attack his head before finishing his legs. For a Mountain-sized opponent you may have to get past the earthquakes and hurricanes accompanying it even before you get within striking distance. Similarly for the planet sized monster, there might be a weird magnetic field at a distance of a few thousand miles, some unnatural atmospheric conditions at a few miles and some ridiculous gravitic shenanigans on the surface and you still need to get to the core of the planet-sized monster to actually kill it. You could treat these as skill checks alone, but I'd see that as a bit boring. better to anthropomorphise these things so that the magnetic field dragons, atmospheric avatars and gravitic golems that are extensions of the beast itself. [/QUOTE]
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