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February 21st, 2010

Meltpocalypse! And Giant-on-Giant Violence

Another day of 45° and bright sunshine, woohoo! Lookit that stuff melt!

Last night was the second session of my D&D 3.gneech "Way Too Many Giants" campaign, in which the Heroes of Brindol met the new party NPC (Half-orc rogue 8/barbarian 2 -- don't let him flank you with that battleaxe!) and rescued Old Warklegnaw's granddaughters from ogres, a named hill giant (Ogoro, the Hill Giant Chieftain's son), and his ally, a fire giant.

They also met for the first time a bladerager troll -- a kind of critter who appeared very late in 3.5 but features fairly prominently in 4e. Trolls regenerate, right? So imagine a troll pumped up on steroids and given the Wolverine treatment, and that's the bladerager. And as a bonus F-U from the bladerager's wicked creators, when the trolls dies the magic that holds them together inverts and instead blows them to bits, catching anybody nearby (friend or foe) in the blast.

They also just look darn neat. ;) So I think the players can probably expect to see more of those guys as the game progresses. ;)

A lot of nerdy talk about troll regeneration here.Collapse )

Besides the bladerager troll, one of the night's fun bits was Old Warklegnaw getting into a rock-pitching fight with a hill giant. "The hill giant chucks a rock at Warklegnaw -- *roll* -- that would be a hit -- *roll* -- but Warklegnaw catches it instead and chucks it back at him! *roll* The hill giant didn't catch it! Konk!" hantamouse, moving about on the board: "I don't want to get in between 'em! I might get hit by a rock!"

Overall it was a good session -- but lordy lordy, the math! The PC attacks are all doing massive amounts of damage, but the monsters are all giant bags of hit points, and nothing rounds easily so I have to use a calculator for every hit. Pile that on top of iterative attacks going two, three, four times a round and my poor little "I hate numbers!" head starts spinning fast.

Curse you, Monte Cook, for putting in iterative attacks! *shakes fist* I wonder if the players would revolt if I dropped them? Of course, that would mean less damage per round, so fights would take even longer. D'Oh. But even if the fight is longer, the turn might go faster!

What do you think, guys? Iterative attacks, yay or nay? Possibly with the SWSE style +1/2 level damage, just to keep the damage output up?

-The Gneech

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