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<blockquote data-quote="DanmarLOK" data-source="post: 4392439" data-attributes="member: 71480"><p>When you say massive damage are you talking about a huge hit point pool or just a really big hit? In the first case the easiest thing to do is either increase their hitpoints or give them a damage resist of X. You could also up the hitpoints and lower their defenses significantly so that they're easy to hit but they're a mountain of toughness to take down. </p><p>Give it a power/weakness where they take double damage on criticals (aka x4, 2 from the crit and another 2 from the weakness) to simulate head shots perhaps. Or even higher although at that point you run into issues with the randomness being a factor and one in 20 hits will do huge damage. Assuming you're using a d20 and not some varient like a 3d6+2 or something that generates a bell curve on to hits instead of flat percentages. </p><p></p><p>Perhaps add a 'called shot' house rule where the player can take a negative X on the to hit roll to gain a multiplier on the damage, basic attacks only kind of thing. Example -5 to hit for x2 damage. -10 for x3 etc. </p><p></p><p>The radiant thing is easy, just up the vulnerability to whatever you feel works best for it's health pool. This does tend to drastically increase the value of divine's when facing it though and makes it harder if the party doesn't have one.</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4392439, member: 71480"] When you say massive damage are you talking about a huge hit point pool or just a really big hit? In the first case the easiest thing to do is either increase their hitpoints or give them a damage resist of X. You could also up the hitpoints and lower their defenses significantly so that they're easy to hit but they're a mountain of toughness to take down. Give it a power/weakness where they take double damage on criticals (aka x4, 2 from the crit and another 2 from the weakness) to simulate head shots perhaps. Or even higher although at that point you run into issues with the randomness being a factor and one in 20 hits will do huge damage. Assuming you're using a d20 and not some varient like a 3d6+2 or something that generates a bell curve on to hits instead of flat percentages. Perhaps add a 'called shot' house rule where the player can take a negative X on the to hit roll to gain a multiplier on the damage, basic attacks only kind of thing. Example -5 to hit for x2 damage. -10 for x3 etc. The radiant thing is easy, just up the vulnerability to whatever you feel works best for it's health pool. This does tend to drastically increase the value of divine's when facing it though and makes it harder if the party doesn't have one. [/QUOTE]
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