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<blockquote data-quote="phindar" data-source="post: 3321485" data-attributes="member: 37198"><p>That's kind of what I'm going for. I appreciate the cries of "That way lies madness", but its still something I intend to experiment with (even if I ultimately come to the same conclusion you have). </p><p></p><p>I personally tend towards low to mid-level games, on the gritty, low fantasy side of things. I can experiment with rules that at the higher levels might really make the wheels come off the wagon and not worry about it since the higher levels don't come up that much for me.</p><p></p><p>Really, I'm doing this for the lowly, 4HD Ogre. I want to make him scary again. The Tarrasques and the Storm Giants are fine, they're probably as scary as they need to be. But I want the 10' tall neanderthal with the tree-sized club to be more of a threat than say, an orc with 4 class levels. I want even mid level fighters to have to consider whether or not they want to go into melee with something that big. </p><p></p><p>There comes a point with every rules tweak that you have to ask yourself-- even if it works just like you want-- is it still D&D? So I'll accept if some players think this is a bridge too far in terms of scaling up the Large and largers. It might work fine in my campaign, because I plan on using fewer big creatures and making the encounters I do use them that much more dramatic (like the Cave Troll in Fellowship, to pick a name out of a hat), but not gel with another groups playing style. It probably wouldn't be a good rule to adopt right before you started running Against the Giants, for example.</p></blockquote><p></p>
[QUOTE="phindar, post: 3321485, member: 37198"] That's kind of what I'm going for. I appreciate the cries of "That way lies madness", but its still something I intend to experiment with (even if I ultimately come to the same conclusion you have). I personally tend towards low to mid-level games, on the gritty, low fantasy side of things. I can experiment with rules that at the higher levels might really make the wheels come off the wagon and not worry about it since the higher levels don't come up that much for me. Really, I'm doing this for the lowly, 4HD Ogre. I want to make him scary again. The Tarrasques and the Storm Giants are fine, they're probably as scary as they need to be. But I want the 10' tall neanderthal with the tree-sized club to be more of a threat than say, an orc with 4 class levels. I want even mid level fighters to have to consider whether or not they want to go into melee with something that big. There comes a point with every rules tweak that you have to ask yourself-- even if it works just like you want-- is it still D&D? So I'll accept if some players think this is a bridge too far in terms of scaling up the Large and largers. It might work fine in my campaign, because I plan on using fewer big creatures and making the encounters I do use them that much more dramatic (like the Cave Troll in Fellowship, to pick a name out of a hat), but not gel with another groups playing style. It probably wouldn't be a good rule to adopt right before you started running Against the Giants, for example. [/QUOTE]
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