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Troll regeneration
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<blockquote data-quote="Kithas" data-source="post: 6793174" data-attributes="member: 97587"><p>Personally I don't get the whole not letting the players use their knowledge about things in the game. Personally I've never seen a werewolf,vampire, or zombie but I know you use silver bullets wooden stakes and double tap. I assume in a world with trolls they at least have myths about them not liking fire. D&D is usually set in a med-high fantasy setting that includes a lot of word-of-mouth storytelling. Some monsters weaknesses fall into common sense imo, skeletons don't have much to stab or slash, so clearly bludgeoning works better etc. When it comes to vampires and trolls I assume the people in the party, being adventurers and into that sort of thing, have at least heard tell of trolls not liking fire, and to never trust demons. </p><p></p><p>Switching around the trolls weaknesses seems even more of a dick move if they do remember. Basically it turns into "Well fire and acid didn't work, we know there's something that turns off it's regen let's hope we find out what it is before it kills us!" Personally that doesn't sound fun.</p><p></p><p>Generally you end up with trolls being either much too high for their cr if there is no fire or knowledge of fire. Or way too easy because of their blatant weakness.</p><p></p><p>One way my dm is currently solving this with vampires and could easily be translated to trolls; make it hard to employ their weakness. Not impossible mind you, just interestingly difficult. And don't make it about finding out what the weakness is, no one really enjoys Guess Who. You could make it raining outside the cave and the fire/acid damage it takes be reduced because of the water, thus making the pcs lure him into the cave, trapping themselves more but getting a fighting chance.</p><p></p><p>Tl;Dr Don't be a dick with your players, present them with a puzzle but let them have the pieces to solve it.</p></blockquote><p></p>
[QUOTE="Kithas, post: 6793174, member: 97587"] Personally I don't get the whole not letting the players use their knowledge about things in the game. Personally I've never seen a werewolf,vampire, or zombie but I know you use silver bullets wooden stakes and double tap. I assume in a world with trolls they at least have myths about them not liking fire. D&D is usually set in a med-high fantasy setting that includes a lot of word-of-mouth storytelling. Some monsters weaknesses fall into common sense imo, skeletons don't have much to stab or slash, so clearly bludgeoning works better etc. When it comes to vampires and trolls I assume the people in the party, being adventurers and into that sort of thing, have at least heard tell of trolls not liking fire, and to never trust demons. Switching around the trolls weaknesses seems even more of a dick move if they do remember. Basically it turns into "Well fire and acid didn't work, we know there's something that turns off it's regen let's hope we find out what it is before it kills us!" Personally that doesn't sound fun. Generally you end up with trolls being either much too high for their cr if there is no fire or knowledge of fire. Or way too easy because of their blatant weakness. One way my dm is currently solving this with vampires and could easily be translated to trolls; make it hard to employ their weakness. Not impossible mind you, just interestingly difficult. And don't make it about finding out what the weakness is, no one really enjoys Guess Who. You could make it raining outside the cave and the fire/acid damage it takes be reduced because of the water, thus making the pcs lure him into the cave, trapping themselves more but getting a fighting chance. Tl;Dr Don't be a dick with your players, present them with a puzzle but let them have the pieces to solve it. [/QUOTE]
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