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Strength, creature size, hp, damage...
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<blockquote data-quote="dcollins" data-source="post: 386175" data-attributes="member: 876"><p>I don't understand how you came to this computation that giants don't have "the mobility of a human in full armor". Let's assume a warrior with scale mail, l. steel shield, longsword, and crossbow:</p><p></p><p><em>Human War1, Str11 -- 55 lbs. gear, Medium load (Max 115 lb).</em></p><p></p><p>By the rules, Huge armor increases by x5 weight (PH p. 105). Using that same figure for all other scaled-up gear on the giants you mention:</p><p></p><p><em>Cloud Giant, Str 35 -- 275 lbs. gear, Light load (Max 12,800 lb).</em></p><p><em>Storm Giant, Str 39 -- 275 lbs. gear, Light load (Max 22,400 lb.)</em></p><p></p><p>Now I'll assume that you didn't like the x5 figure for increased weight and instead decided that you should multiply weight by x64 (4^3) instead for Huge equipment (which is arguably not what should be done). But this still results in:</p><p></p><p><em>Cload Giant, Str 35 -- 3,520 lb. gear, Light load (Max 12,800 lb).</em></p><p><em>Storm Giant, Str 39 -- 3,520 lb. gear, Light load (Max 22,400 lb).</em></p><p></p><p>So if anything, it looks to me like the true giants get <em>more</em> mobile as they equip themselves with the same equipment, as compared to humans. My opinion and analysis are actually that giants are cartoonishly <em>too strong</em> for their size, compared to other creatures.</p><p></p><p></p><p></p><p></p><p></p><p>This is perhaps a separate issue. The creatures in the core rules (I do not own the MMII) certainly do not generally comply with the guidelines laid down in the Williams article on the subject (and the type/size categories certainly don't use the advancement rules at the start of the MM), at least for Hit Dice, as I explain here: <a href="http://www.superdan.net/dndmisc/monster_hit_dice.html" target="_blank">www.superdan.net/dndmisc/monster_hit_dice.html</a></p><p></p><p></p><p>I would certainly very much resist your impulse to correlate hit points and damage with sheer mass -- that is clearly contradictory to the rules as they stand. Mass shouldn't in and of itself represent hit points (if an opponent can stab a vital artery, it's irrelevant how much extra flesh there is on your body). The standard damage ranges specified in the Williams article, and DMG p. 162, (which do seem generally in compliance with the core rules) only increase by <em>one die type</em> per size category -- not even close to a doubling or octupling which you seem to imply is warranted (clearly, hit points encompass the landing-of-the-blow-in-a-vital-location, not anything like a direct transference of kinetic energy).</p></blockquote><p></p>
[QUOTE="dcollins, post: 386175, member: 876"] I don't understand how you came to this computation that giants don't have "the mobility of a human in full armor". Let's assume a warrior with scale mail, l. steel shield, longsword, and crossbow: [i]Human War1, Str11 -- 55 lbs. gear, Medium load (Max 115 lb).[/i] By the rules, Huge armor increases by x5 weight (PH p. 105). Using that same figure for all other scaled-up gear on the giants you mention: [i]Cloud Giant, Str 35 -- 275 lbs. gear, Light load (Max 12,800 lb). Storm Giant, Str 39 -- 275 lbs. gear, Light load (Max 22,400 lb.)[/i] Now I'll assume that you didn't like the x5 figure for increased weight and instead decided that you should multiply weight by x64 (4^3) instead for Huge equipment (which is arguably not what should be done). But this still results in: [i]Cload Giant, Str 35 -- 3,520 lb. gear, Light load (Max 12,800 lb). Storm Giant, Str 39 -- 3,520 lb. gear, Light load (Max 22,400 lb).[/i] So if anything, it looks to me like the true giants get [i]more[/i] mobile as they equip themselves with the same equipment, as compared to humans. My opinion and analysis are actually that giants are cartoonishly [i]too strong[/i] for their size, compared to other creatures. This is perhaps a separate issue. The creatures in the core rules (I do not own the MMII) certainly do not generally comply with the guidelines laid down in the Williams article on the subject (and the type/size categories certainly don't use the advancement rules at the start of the MM), at least for Hit Dice, as I explain here: [url]www.superdan.net/dndmisc/monster_hit_dice.html[/url] I would certainly very much resist your impulse to correlate hit points and damage with sheer mass -- that is clearly contradictory to the rules as they stand. Mass shouldn't in and of itself represent hit points (if an opponent can stab a vital artery, it's irrelevant how much extra flesh there is on your body). The standard damage ranges specified in the Williams article, and DMG p. 162, (which do seem generally in compliance with the core rules) only increase by [i]one die type[/i] per size category -- not even close to a doubling or octupling which you seem to imply is warranted (clearly, hit points encompass the landing-of-the-blow-in-a-vital-location, not anything like a direct transference of kinetic energy). [/QUOTE]
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