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Why are 5E Giants Huge size?
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<blockquote data-quote="AtomicPope" data-source="post: 8259043" data-attributes="member: 64790"><p>I like that 5e made them all huge for a few reasons:</p><p>1. Makes all giants seem like they belong to the same group.</p><p>2. Sets Hill Giants apart from Ogres.</p><p>3. Puts giants on a different encounter scale.</p><p></p><p>Each of the reasons listed became more and more apparent when playing Storm King's Thunder (which is a mediocre campaign) and Tales of the Yawning Portal (which has some conversion problems but overall is much better). Ogres can be a bit of a nuisance but overall they're slow and easy to hit. The first time you have to face several Hill Giants you quickly realize how powerful they are in 5e. Then because of their size you can't push them around or easily escape their attacks. Giants are really big in 5e and it's better for the game. The new modules lean heavily on giant lore and the Ordning. When all giants are Huge it gives the impression they're really the same type, in the same way as dragons. The pecking order of giants is Might Makes Right manifest, and that's a combination of strength and CR. And 5e made sure all giants hit hard and often. When it comes time to face giants in 5e it's best not to stir up the nest otherwise they'll squash you. That is a welcome change to 4e and to some extent 3e, where giants relied on power attack to generate more damage but then missed. In 5e giants get two melee attacks that demolish you. It's quite impressive. Then when it's time to set up the board as a DM I like to put large 10ft crevasses and pits in their caves, things that giants can step over or treat as difficult terrain but PCs can fall in and get stuck. A 10' pit is an inconvenience to a giant but to a PC it could be a prison. Giants need to be mythic, larger than life, a fairy tale monster, and not just a really big humanoid.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 8259043, member: 64790"] I like that 5e made them all huge for a few reasons: 1. Makes all giants seem like they belong to the same group. 2. Sets Hill Giants apart from Ogres. 3. Puts giants on a different encounter scale. Each of the reasons listed became more and more apparent when playing Storm King's Thunder (which is a mediocre campaign) and Tales of the Yawning Portal (which has some conversion problems but overall is much better). Ogres can be a bit of a nuisance but overall they're slow and easy to hit. The first time you have to face several Hill Giants you quickly realize how powerful they are in 5e. Then because of their size you can't push them around or easily escape their attacks. Giants are really big in 5e and it's better for the game. The new modules lean heavily on giant lore and the Ordning. When all giants are Huge it gives the impression they're really the same type, in the same way as dragons. The pecking order of giants is Might Makes Right manifest, and that's a combination of strength and CR. And 5e made sure all giants hit hard and often. When it comes time to face giants in 5e it's best not to stir up the nest otherwise they'll squash you. That is a welcome change to 4e and to some extent 3e, where giants relied on power attack to generate more damage but then missed. In 5e giants get two melee attacks that demolish you. It's quite impressive. Then when it's time to set up the board as a DM I like to put large 10ft crevasses and pits in their caves, things that giants can step over or treat as difficult terrain but PCs can fall in and get stuck. A 10' pit is an inconvenience to a giant but to a PC it could be a prison. Giants need to be mythic, larger than life, a fairy tale monster, and not just a really big humanoid. [/QUOTE]
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