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Fighting a colossus -- from 'cool' to 'holy f***ing s*** that was AWESOME!" - how to?


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I like the idea of making combat more interesting, but I dislike the idea most recently supported by Schmoe.. {not picking on ya :) }

My reason for disliking that scheme is that you are introducing a completely new set of mechanics for a situation that is much like ones already covered. I think that by adding special attack {see my previous post} and the use of 'soft spots', you can raise the entertainment of the encounter while still using mostly core rules.

This has the advantage that each Collosus will still be distinctly different, rather than a trample monster, provide more options for both the DM and the Players...and still reflect some of the derring do that is preferable.

For the 'soft spot', perhaps instead of actually mapping out spots, use a 'stunt' like option where a skill check can get the PC to within striking distance.

Something like...
Move action to climb/jump to a 'soft spot'
Move action to cling to a 'soft spot'

Attacking on a soft spot is equivilent to flanking and negates some of the beasts natural defenses.

You could have a generic table of DCs, something like:

DC 15 to reach a soft spot, gaining the benefits of flanking
> This DC is modified by how critical the spot is:
+ 5, ignore the beasts natural Damage Resistance
+ 5 increase your weaons threat range by 1


DC 20 to cling to a soft spot, limits attacks to one-handed weapons

This keeps us DM's with less time to prep with a simple mechanic that can be flavour texted out with the fancy moves.

====warning... the above is the rambling of a HR-aholic... DC, concept, and execution all possibly way off.... ========
 

Make it a series of hazards that the PCs have to traverse to gain access to the control room. This is where the last battle will occur. The BBEG has to take a move action to move the beast, and a standard action to attack. In short, any action the PCs force the BBEG to take against them, equals an action the colossus cannot take. This is a "buy some time" action for the NPC forces outside to do some damage to the colossus. The BBEG will of course have some screening mobs to keep the PCs off of them. In essence, make the colossus a dungeon.
 


Primitive Screwhead said:
I like the idea of making combat more interesting, but I dislike the idea most recently supported by Schmoe..


Pbbbbbt!

:p

I do like the idea of "stunts" to reach vulnerable areas.
 

Merkuri said:
If you want to get a Shadow of the Colossus feel, don't have the colossus take any AoOs. Rule that he's too slow, or that the PCs are too little from his perspective to take an AoO, or have him simply choose not to take any AoOs (which is always an option, though few people won't take an AoO presented to them).

Of course you have to make sure the players know it can't make AoO's otherwise the fear of one will still keep them from moving. If you make it clear that this is way outside of the normal D&D rules then that will work, especially if there is a greater fear of it's standard attacks, but otherwise the ingrained responses gained from facing creatures with reach will work as effectively as actual AoOs.
 

Tonguez said:
Personally I'd consider a collosal creature to be terrain and then dot it with 'target locations' that need to be damaged in order to 'kill it'. This will force the PCs to move and do cool stuff so that they can reach the different locations whilst avoiding the 'hazards' on the way.

Also, challenges might come from "crew" that operate the colossus, parts of the colossus splitting off to attack the PC's (as lesser undead) and scavengers / parasites that are feeding on the creature (but are too relatively small to be noticed).


Alternatively, to get a bit crazier, take a cue from God of War, and have the PC's increased to enormous size themselves, in order to fight this thing on a more even footing.
 

Or GOW 2

Separate components, must take each down before attacking the core of the colossus.

I like the idea, but might be a bit tedious for some players.
 

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