Silverblade The Ench
First Post
1) I hated the 3rd ed half-giants in Exp Psi handbook, totally weak sauce, ugh!!
half-giants are LARGE, scary badasses, but pretty dumb
2) 4th ed has no ECL! in 3rd ed, ECL usually screwed characters up badly if they had racial hit dice.
IMHO, racial hit dice = bad, for characters. As it reduces their character abilities.
Hence, your minotaur hero, even with racial advantages, would be not nearly as effective as an equivalent fighter.
Thus, racial hit dice should not be used, IMHO, in 4th ed, if it can be avoided.
4th ed is about bonuses, not penalties. But some creatures are not very bright etc.
it's FUN to play some nasty critter, within limits, and half-giants are a valid character race in Dark Sun.
3) My suggestion for Dark Sun half-giants in 4th ed.
EDIT
from folk's input on WOTC forums etc:
hm, well if the bonus to strength and size IS their entire racial bonus, it should be ok?
And lose any stat penalties, in line with 4th ed.
no racial "ability" (their strength and size is that) so remove the "Unstoppable" power.
so +4 Str/Con. Large size, Rach 2.
Until further info, go with RL common sense stuff based on mass and simplification. Halfgiants have about x8 to x10 Human mass beng 10' to 12' high, but also massively built, (double size 2x2x2= 8, but for simplicty and massive build say x10).
base gear cost of size so x10 cost for gear. That cost and water useage is a penalty in DS!!
Halfgiants NEED Large sized equipment, non large sized weapons give -2 hit penalty. (in 4th ed most penalties are -2 as standard, or -5 if severe).
Human 2 hand wepaons can be used 1 handed at that penalty.
A greatsword would still have too thin a handle etc for halfgiant comfort, though they would use it 1 handed.
ALso, size is a problem, they'd be "squeezing" or whaetever in many instances, as Human builngs are moslty 7' to 10' ceiling, so DM's need to keep note on that. Simple rule would this:
Halfgint size means that unless a roof is 15' or more high, they suffer a -2 attack penalty due ot insufficent space, unless they use a Light weapon.
Alignment left ot a "fluff" item. As IMHO, it is more like long term ethical shifts than morals?
So, new rules in toto
that seem ok?
half-giants are LARGE, scary badasses, but pretty dumb

2) 4th ed has no ECL! in 3rd ed, ECL usually screwed characters up badly if they had racial hit dice.
IMHO, racial hit dice = bad, for characters. As it reduces their character abilities.
Hence, your minotaur hero, even with racial advantages, would be not nearly as effective as an equivalent fighter.
Thus, racial hit dice should not be used, IMHO, in 4th ed, if it can be avoided.
4th ed is about bonuses, not penalties. But some creatures are not very bright etc.
it's FUN to play some nasty critter, within limits, and half-giants are a valid character race in Dark Sun.
3) My suggestion for Dark Sun half-giants in 4th ed.
EDIT
from folk's input on WOTC forums etc:
hm, well if the bonus to strength and size IS their entire racial bonus, it should be ok?
And lose any stat penalties, in line with 4th ed.
no racial "ability" (their strength and size is that) so remove the "Unstoppable" power.
so +4 Str/Con. Large size, Rach 2.
Until further info, go with RL common sense stuff based on mass and simplification. Halfgiants have about x8 to x10 Human mass beng 10' to 12' high, but also massively built, (double size 2x2x2= 8, but for simplicty and massive build say x10).
base gear cost of size so x10 cost for gear. That cost and water useage is a penalty in DS!!
Halfgiants NEED Large sized equipment, non large sized weapons give -2 hit penalty. (in 4th ed most penalties are -2 as standard, or -5 if severe).
Human 2 hand wepaons can be used 1 handed at that penalty.
A greatsword would still have too thin a handle etc for halfgiant comfort, though they would use it 1 handed.
ALso, size is a problem, they'd be "squeezing" or whaetever in many instances, as Human builngs are moslty 7' to 10' ceiling, so DM's need to keep note on that. Simple rule would this:
Halfgint size means that unless a roof is 15' or more high, they suffer a -2 attack penalty due ot insufficent space, unless they use a Light weapon.
Alignment left ot a "fluff" item. As IMHO, it is more like long term ethical shifts than morals?
So, new rules in toto
HALF-GIANT
SIZE = LARGE (reach 2)
Str +4, Con +4,
half-giants are incredibly strong and tough, but tend to be a bit dim and usnure of themselves around others.
No penalty to other scores, but using methods #1 and #2 for stats will keep personality scores low anyway, usually.
Half-giants tend to vary their ethics over time, based off their friend's actions, but this is an RP issue, and their basic morals don't change like this, ie a good halfgiant never becomes Evil, unless it concissuly chooses to do so, like other folk, or due ot insanity/magic etc.
Equipment:
most human-sized armour cannot be used by halfgiants.
Human sized weapons can be used where appropriate but with a -2 penalty.
Twohanded human melee wepaons can be used 1 handed, but with the usual -2 penalty.
Halfgiants require specially built arms and armour for their size and mass.
Due to their size, in areas where corridors or ceilings are less than 15' high, they suffer a -2 penalty on attacks unless using a Light weapon or unarmed attack. Note many Athasian merchant or noble homes are built to accomodate their halfgiant slaves, but ancient dungeons may not be so big.
Smaller areas worsen this penalty, see "Squeezing" page 292 of 4th ed PHB
Gear made for a halfgiant costs 10 times what it does for a human and gives the usual bonuses, though being Large sized, their weapons will have greater damage, as per rules for larger weapons.
Typically many free halfgiants are only armed with a large greatclub or large spear, due to the cost.
However, those wealthy enough to have halfgiant guards and slaves usually go to the trouble of suitably equipping them to get best use from them.
Most halfgiant guards have hide or leather armour, and a large morningstar, or large spear, or a heavy shield and large battleaxe or large mace.
(note, double the cost for large creatures, as is often given in 3rd ed, is not sufficient, as a half giant has about 10 times the mass of a man! thus, sheer volume, rarity of suitable craftsmen etc, makes it expensive ot get gear).
They also use 10 times as much water as a human, however, they can carry 10 times the weight of equipment and provisions than ordinary folk can.
Their gear weighs x10 normal.
Half-giants tend to be around 10' to 12' tall, but extremely muscular, and with dark tan to brown skins.
They tend ot take on the habits of those around them, although socially a bit awkward, halfgiants make lasting friendships and are rarely decietful or cowardly. They favour the fighter class, rarely they maybe clerics.
There are halfgiants who live by hunting, and would thus be suitable for the "Archer" Ranger using javelins or slings, rarely bows, but very few though, have the necessary dexterity and wits to be a Two-Blade Ranger.
When later Player's Handboks are relased, halfgiants would also be good barbarians, psychic warriors or even psions..
that seem ok?

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