
Witch's Knight |

So, here's my thing: I've never run or played combat against a creature larger than Huge. But, as far as I can tell from the RAW, combat against larger creatures ends up being kind of anti-climactic. I imagine four humans fighting a Great Red Wyrm and it just seems kinda silly. They're either all hacking at its ankles or flying around it like sparrows pecking at a tiger.
BUT, like I said, I've never actually played or run combat against something like that before, so I'm looking for advice and suggestions. How do you run combat against massive monsters?

ParagonDireRaccoon |
At high levels, a great wyrm dragon will probably be fighting in its lair and use terrain to its advantage. Have two loud encounters (constructs in one and a cryohydra in another) just before reaching the lair, so the dragon will hear the noise and have time to prepare.
Examples of preparations a dragon might have made:
Illusion magic, to create an image a sleeping dragon to lure the PCs into the kill zone
An area effect greater dispel to negate flying magic
A large trap door beneath a layer of gold coins (at least 40' x 40'), so the red dragon can use its breath weapon to melt the gold the PCs are in the middle of (use a combination of quicksand and lava rules for molten gold)
A large reservoir of cooled water above the pit or cold magic, to solidify the molten gold with the PCs still waist-deep
Spells inscribed into the walls, similar to a scroll, including: summon monster, heal, feeblemind
Dragons are extremely intelligent and long-lived. I have older dragons who each have a network of spies. The dragon may have hired to PCs through intermediaries to acquire items, and should be familiar with their strengths and weaknesses. If you can find a copy of Return to the Temple of Elemental Evil or Bastion of Broken Souls, they both have dragon encounters that illustrate how dragons should be dangerous and prepared.

Witch's Knight |

This illustration, for example. How would you describe Valeros, with his sword that is barely as big as one of the giant's teeth, slaying the giant?
I appreciate the suggestion on building the encounter (the molten gold pit trap sounds absolutely awesome), but I'm more interested in how it plays out. How do the PCs kill these Gargantuan and Colossal beasts? Do they ready actions to strike at limbs when the monster attacks? Do they climb it and stick a spear in its eye? Do they cause a rock slide and bury it in rubble?
I'm really looking for anything other than, "They chip away at its hit points until it's dead."

Malwing |
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So you're looking at a 'Shadow of the Collossus' solution? Honestly this never came up when I'm playing a martial so I'd like to ask too. A larger than huge creature seems like something you either shouldn't be able to or want to full attack. Realistically simply swinging a sword at something that can step on you seems insane so how the heck do melee martials combat gargantuan creatures? Just full attack it's toe?

thejeff |
Then forth came the wriggling monster--swiftly to his fate he came. The shield gave that strong hero good defence against the flame. His sword was drawn, and it was an ancient heritage, keen-edged and sure. . . . Both the king and the dragon were bent on slaughter; each feared the other.
Beowulf swung his great sword, and smote the dragon's head, but the blade glanced from the bone, for Wyrd did not decree otherwise. Then the hero was enveloped in fire, for in wrath at the blow the monster spouted flame far and wide. Greatly did the brave one suffer. . . . His followers standing on the mound were terror-stricken; to the wood they fled, fearing for their lives.
<....>
Then came the dragon to attack a second time. Brightly flamed the fire against his hated human foes. The young hero's wooden shield was burnt up, and behind Beowulf's he shielded himself.Again Beowulf smote the dragon, but his grey sword, Naegling, snapped in twain, whereat the monster leapt on the lord of the Geats, and took that hero's neck in his horrible jaws, so that the king's life blood streamed over his armour. But Wiglaf smote low, and his sword pierced the dragon, so that the fire abated.
Beowulf drew his death dagger, and striking fiercely he cut the monster in twain. So was the dragon slain; so did the heroes achieve great victory and renown.

ParagonDireRaccoon |
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The PCs should have Freedom of Movement cast to avoid difficult terrain, and will need a lot of mobility. Gargantuan and Colossal creatures usually have a lot of movement, and sometimes can fly or burrow. Ranged attacks are ideal, since the PCs can stay out of melee range (reach melee range) and don't have to keep up with a moving kaiju or dragon. Melee with a colossal creature is dangerous, since they typically have powerful melee attacks and options that include grappling and dealing damage every round. Grappling a colossal creature is a no-win scenario for a PC.
There are threads on PCs optimized to fight the Tarrasque, they might advice on fighting a colossal opponent. There are a couple guides to combat tactics (action economy and dealing and preventing damage) that have a little bit of advice on optimizing movement and making use of ranged attacks. Last time I ran a colossal red dragon encounter (in 3.5) I had to nerf the encounter to prevent a TPK. I had the dragon grab the melee PC, teleport to a great height, and drop the PC (who lacked flying). The players gen'd level 21 characters (using Epic rules) and hadn't worked out their tactics. In the end, I had the dragon polymorph to a medium-sized humanoid and he got stuck inside a prismatic sphere cast by a PC. They remaining PCs took advantage of the limited space and reduced the dragon to less than half hit points, at which point the dragon fled (surviving passing the the sphere, with lots of hit points and SR and solid saves).
My experience is an encounter with a colossal creature requires a lot of prep by the GM, if the PCs have great tactics the GM needs to be prepared to make it a challenge and if the PCs have terrible tactics or roll poorly for saves the GM needs to scale it back a bit.

Thomas Long 175 |
Please do remember a lot of times you end up enlarged at higher levels which deals with the silliness to an extent. A lot of them also use things like bites, gores, claws, or breath weapons, which keeps their face and hands/feet/tentacles/thingies close to the ground.
Finally, never underestimate slipping past their defenses to slice at the soft exposed underbelly, or if they're keeping their body low to protect the underbelly, the bottom reaches of the neck should be clearly within sword range.
Edit: and well aimed blows at tendons and such also work. Don't forget the relevance of jump checks!

Nicos |
Stab the toes man! Stab the toes!
That make lol.
Unfortunately Pf do not have that cinematic element, and to have one would mae things harder for martial, wich is Ok in my book because those fight should be climatics, but then the wizard start laughing with his dazing persistent x spell.

Witch's Knight |

Getting enlarged to size Large and fighting a Gargantuan creature isn't so bad, that's like being normal and fighting something Huge, but it doesn't really help with Colossal creatures. It's a house cat fighting a tiger, rather than a sparrow or a rat fighting a tiger. Do your players tend to attempt attacks against limbs when the creatures attack? That brings to mind the dragon fight from Sleeping Beauty. It seems like a good option to me, though more options would be nice. What about humanoid creatures, like the Rune Giant? No natural attacks there . . .

Thomas Long 175 |
You can, though we generally use realism to an extent. Last session a human sized creature tried to wack a glazreau in the face and we went "yeah, this things the size of a giant. No" He knee capped the thing instead.
So we can use called shots to an extent, but when we use called shots we keep reach in mind in a 3 dimensional sense. So a large creature with a normal reach would be able to strike 20 feet off the ground (creature takes squares up to 10 feet up and has reach 10 feet beyond that). So It couldn't reach the face of a huge sized creature, but it's certainly hitting in the torso region. Gargantuan and you're back to knee capping it.
Colossal is one of those "Yeah you're not going to smack this in the face, but its got plenty of vitals beneath the face." Aim for those instead.
Edit: Keep in mind reach bonuses double with each size category, so a polearm fighter that was enlarged would have his spear at face level, jabbing at the head or neck of a giant, and at the belly of colossal or gargantuan creatures.
If you went whip that reach goes from 15 feet to 30, so you threaten 40 feet off the ground with a whip.

Thomas Long 175 |

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What constitutes an attck at higher levels where these things are encountered. Im hearing lots of folks stating that "they just hack at the toes".
These are high level martials dealing fantastic damge. Who's to say that the "attack roll" was made by attacking the foot or leg. What's to say it didn't involve leaping off the bent knee of the creature as it tried to crush the fighter and then slashing at its now reachable underbelly. Whats to say the first attack dint slice the tendon of the foreleg, causing the beast to stumble so its neck was momentarily exposed to a low strike for the second attack which happened to make a critical.
Remember that a round of attacks is actually six seconds and represents an entire dance of parry, riposte and other moves in order for just one "attack roll".
How they cause the damage is completely in the purview of the player. As long as their description is not trying to provide them advantage through repositioning or avoiding AoO's then that should be more than enough to work out how they killed the gargantuan and bigger bad guys.
Cheers

Malignant Manor |
Thankfully, Dragons got smaller in 3rd edition. The dragon Beowulf fought could easily have been a very young or young red dragon in 2nd edition. There is a scale picture of a great wyrm silver dragon (136' body with a 60' tail) in the Council of Wyrms Campaign Setting. It's toe's claws are about 9 feet long. A great wyrm red dragon would be quite a bit bigger (174'-183' body with a 162'-171' tail). Imagine a halfling attacking him with daggers.

Puna'chong |

What constitutes an attck at higher levels where these things are encountered. Im hearing lots of folks stating that "they just hack at the toes".
These are high level martials dealing fantastic damge. Who's to say that the "attack roll" was made by attacking the foot or leg. What's to say it didn't involve leaping off the bent knee of the creature as it tried to crush the fighter and then slashing at its now reachable underbelly. Whats to say the first attack dint slice the tendon of the foreleg, causing the beast to stumble so its neck was momentarily exposed to a low strike for the second attack which happened to make a critical.
Remember that a round of attacks is actually six seconds and represents an entire dance of parry, riposte and other moves in order for just one "attack roll".
How they cause the damage is completely in the purview of the player. As long as their description is not trying to provide them advantage through repositioning or avoiding AoO's then that should be more than enough to work out how they killed the gargantuan and bigger bad guys.
Cheers
I'm entirely of this opinion. Well put.

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Think of dwarven giant fighting tactics. The axe was used to sever the tendons behind the knee while the hammer destroyed the kneecap. The giant falls to the ground and is swarmed by dwarves.
In this case HP damage might be less than a measure of physical toughness but more a case of tactical points to defeat a monster. In other words the majority of the actual damage comes later but the earlier damage has more of an impact on setting it up.

Nearyn |
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When dealing with high-level martials, it gets easy to just dismiss the kind of damage being tossed out, because the enemies usually escalate with the relative strength of the party. That means that it took 3 strikes from the fighter to bring down the hobgoblin back in the day, and now that he's good and mid-level it takes 3 strikes for him to down the hill giant. Eh, no biggie, nothing has really changed. You'd be wrong. The reason this is not evident, is because there are no rules for collateral damage in most martial situations. If you try to imagine the kind of skill and the kind of force being used by high-level martials, then downing the hugest monsters in the book, suddenly doesn't become as hard to imagine.
A while ago me and 2 of my players, who are new to the hobby, talked about this very thing, and I decided a few sessions ago, to show them what exactly a high-level martials' power amounted to. So during a fight, the party's paladin stepped up to an enemy, swung 4 times(he was hasted), hit once, then missed the three following strikes. So I asked the Paladin if he'd object to me giving some side-effects to his attacks to highlight a point and he was fine with it. I asked him to roll damage for the 3 rolls he'd missed and once he was done I applied said damage...to the object that had been directly behind the monster he'd missed. The object in question was an old, but fairly large 2 ft diameter stone-collumn (DR8 360hp reduced by half because of old age and wear), and the dear paladin reduced it to 0 hp, destroying the collumn.
So I described how his first slash bit deep in his opponent, who then dodged for his life, intent on not getting hit again, with each missing strike taking chunks out of the collumn behind said enemy, until the third strike splintered the entire thing in an explosion of rockshards and dust and made a small section of the ceiling collapse.
With that sort of power behind their swings, where a high-level martial can litterally punch through a solid oak-wood door with little to no effort, unarmed, drunk and disinterested at that, then I for one, don't have a hard time imagining titanic monsters falling to them.
So you hit the rune-giant 3 times? Well, perhaps the first strike hit the thing in the leg... hit it so damn hard, the force shakes the dust off the nearby building, with the poor rune-giant immediately losing balance, and dropping to a knee to regain its footing, letting you get a strike in at the arm and belly, both of which hit with equal force, sending the thing staggering back from it's hunched position with such force it not only stands back up, it damn near topples backwards, as it regains its posture, grabs its frigate-sized greatsword firmly, and swings back at you.
Naturally this is just one possible take on how to do it, but I hope it at least helps to see how it -can- narratively work.
-Nearyn

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I actually meant more along the lines of actually hitting the dragon. How do you flavor that part of the fight? Do your PCs climb on it and such, or do they just gather around the mini and poke it with sharp sticks?
In actual high level game-play?
The dragon has a 6-12 second life span. It will either fail a saving throw or the first melee to full attack turns it into pate.

thejeff |
I always give creatures larger than large the bonus hp held by constructs (and I double it on them) Because I think simply by virtue of being freaking enouroud they should be rather hard to kill
Which is normally already reflected in them being tough critters with lots of hps.
Giving them a larger pool of hp also pushes things in the caster's favor. Take them down in ways that don't require digging through that large pool of hp.

ChainsawSam |
A living body is both incredibly resilient and incredibly fragile.
Hack, stab, or shoot at a big slab of meat and fat and it is amazing what a body can survive...
...lightly nick a major artery and the whole thing comes tumbling down in no time. Just a teeny little graze and immediate medical attention can be needed.
The femoral artery runs through the legs. It is this big fat garden hose of blood and it doesn't take a hell of a lot for it to let loose showering fountains of vital life juice.
The blood pressure drop is incredible and so much blood is lost that it takes very little time to bleed to death. This artery is accessible through the ankle (though, admittedly is better accessed through the inner thigh).
Any artery will do this, though the leg arteries are usually push the most blood. Legs, wrists, neck, doesn't matter. An arterial bleed is nature's way of telling you you lost the swordfight.
Things need blood to be alive and arteries are a super efficient way to make things not have blood. That's science, baby.
So there is your realistic way Valeros kills a giant, or anything for that matter.
Narrative examples of little things killing big things:
"As the dragon is rearing back from its bite attack you manage to cut its throat to the bone, showering you in gore. That gore seems to have been important to the dragon, at least of serious sentimental value, and the dragon dies."
"Sensing an opening you make a great leap and stab deeply into the giant's inner thigh. The blood of a thousand KISS concerts comes flying out twenty, thirty, forty, fifty feet. Maybe more. Who knows. You gunna measure it tough guy? The giant's eyes roll back in his head and he is slain."
"You smash the enormous demon in the big toe with your hammer. For completely unrelated reasons he suffers a fatal aneurysm because the he is at -25 and the rules say he should be dead."
The better answer however, is that this is a fantasy role playing game that isn't particularly good at simulationist mechanics. Valeros kills giants because he is good enough to do enough damage points to kill this creature.
How does Valeros kill a huge-friggin-goi? Gee, I dunno, how does Ezren pull an entire dimensional space from his fourth point of contact?
It's possible because the rules say it is possible and we don't question it because combat already takes 15 minutes a round on a good day.

14 sided die |

Terrain. Seriously look at the example pic. Valeros is standing son stairs that have him level with the giant's abdomen. At the end of the day, its all designing the encounter, and allowing things to be a bit cinematic, if your players even care all that much about how it happened specifically rather than the fact that it did.

ParagonDireRaccoon |
Witch's Knight wrote:I actually meant more along the lines of actually hitting the dragon. How do you flavor that part of the fight? Do your PCs climb on it and such, or do they just gather around the mini and poke it with sharp sticks?In actual high level game-play?
The dragon has a 6-12 second life span. It will either fail a saving throw or the first melee to full attack turns it into pate.
You're missing out on a part of the RPG experience if you've never had an epic battle with a wyrm or great wyrm dragon. At the start of the thread I made suggestions for running a dragon encounter, if a group kills a dragon in two rounds the GM has done a disservice to the players.

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Lord Foul II wrote:I always give creatures larger than large the bonus hp held by constructs (and I double it on them) Because I think simply by virtue of being freaking enouroud they should be rather hard to killWhich is normally already reflected in them being tough critters with lots of hps.
Giving them a larger pool of hp also pushes things in the caster's favor. Take them down in ways that don't require digging through that large pool of hp.
except as another poster said a fighter'd kill it anyway 12 seconds into getting into melee with it, archers, and espically gunslingers even faster, and a lot of them have SR or are immune to mind altering stuff or even magic in general

GM KING |

Think of dwarven giant fighting tactics. The axe was used to sever the tendons behind the knee while the hammer destroyed the kneecap. The giant falls to the ground and is swarmed by dwarves.
In this case HP damage might be less than a measure of physical toughness but more a case of tactical points to defeat a monster. In other words the majority of the actual damage comes later but the earlier damage has more of an impact on setting it up.
I agree, a dwarf fighter with full attack can do some serious damage if the character is willing to take the dragon's hits..l