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Tarrasque Modifications.
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<blockquote data-quote="Benjamin Olson" data-source="post: 7979895" data-attributes="member: 6988941"><p>My problem with the 5e Terrasque is that fundamentally it evokes the response of "oh no, now we have to fight <em>a</em> terrasque, let's hammer it with everything we've got, it's a larger bag of hitpoints than the other monsters we've faced", or even worse "oh no, we need to wait around all session being useless while our Arcane Archer solos it from a flying carpet with no danger whatsoever". The proper response should be "the prophesied day has come and THE Terrasque has returned to consume all civilization, we must quest after ancient artifacts and build alliances and then, maybe, just maybe, we will have the strength to stop this unique monstrosity of incomparable scale wrought by dark gods to end our world.</p><p></p><p>I'm going to mostly agree with NotAYakk that the beam might as well be unlimited range, though giving it a range more like 1000 feet or some such would keep it from being turned into some sort of Starkiller Base nonsense. 120 is also not far enough for the existing "frightful presence" which should effect anyone who can see it.</p><p></p><p>And it should be way bigger. From a practical game standpoint this probably has to be a theatre of the mind battle with all the extreme long range attacks, flight, high speed movement, and such that goes into a Tarrasque killing strategy, so scale it as big as you want.</p><p></p><p>BUT, if I was going to change one and only one thing it would be that once you kill it you need to cast the Wish spell to keep it dead like in older editions. Given the 33% chance in 5e of forever losing access to their best spell that would be a suitably major ask from even the highest level caster to make this their grand heroic moment, and anyone lower level or without the right caster would need to quest for a scroll or npc. And really what I want out of the Terrasque is an enemy that is less a direct threat to the party that they have to defend themselves from and defeat, but instead an existential "world eater" threat that is destroying city after city until our daring adventurers can formulate the plan and track down the means to stop it. Maybe it regenerates 100 points a round until they acquire the lost macguffin of specialness to cut it's regeneration down to something less ludicrous.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 7979895, member: 6988941"] My problem with the 5e Terrasque is that fundamentally it evokes the response of "oh no, now we have to fight [I]a[/I] terrasque, let's hammer it with everything we've got, it's a larger bag of hitpoints than the other monsters we've faced", or even worse "oh no, we need to wait around all session being useless while our Arcane Archer solos it from a flying carpet with no danger whatsoever". The proper response should be "the prophesied day has come and THE Terrasque has returned to consume all civilization, we must quest after ancient artifacts and build alliances and then, maybe, just maybe, we will have the strength to stop this unique monstrosity of incomparable scale wrought by dark gods to end our world. I'm going to mostly agree with NotAYakk that the beam might as well be unlimited range, though giving it a range more like 1000 feet or some such would keep it from being turned into some sort of Starkiller Base nonsense. 120 is also not far enough for the existing "frightful presence" which should effect anyone who can see it. And it should be way bigger. From a practical game standpoint this probably has to be a theatre of the mind battle with all the extreme long range attacks, flight, high speed movement, and such that goes into a Tarrasque killing strategy, so scale it as big as you want. BUT, if I was going to change one and only one thing it would be that once you kill it you need to cast the Wish spell to keep it dead like in older editions. Given the 33% chance in 5e of forever losing access to their best spell that would be a suitably major ask from even the highest level caster to make this their grand heroic moment, and anyone lower level or without the right caster would need to quest for a scroll or npc. And really what I want out of the Terrasque is an enemy that is less a direct threat to the party that they have to defend themselves from and defeat, but instead an existential "world eater" threat that is destroying city after city until our daring adventurers can formulate the plan and track down the means to stop it. Maybe it regenerates 100 points a round until they acquire the lost macguffin of specialness to cut it's regeneration down to something less ludicrous. [/QUOTE]
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