| Lanathar |
As per the title.
I am reading through some old adventures and there are several instances where either enemy spellcasters or traps seek to shrink melee threat PCs
Is this even a viable tactic anymore ?
In PF1 it messed with reach and reduced damage in many cases due to reducing weapon dice size and strength
Most of these things aren’t in the rules anymore . So how would o replicate the intent ? I am thinking more for traps where that is their entire function . I guess best solution would be a bespoke effect that adds some kind of enfeebled condition (or perhaps only does that )
| K1 |
I know for sure that reach somehow changes.
Just check the "enlarge" spell, which shows you the difference in reach from Tiny to large.
If I recall correctly it should be
Tiny: reach 0 feet. You have to be in the same spot for melee attacks. -2 dmg ( I suppose )
Small/medium: 5 feet +0 dmg
Large: 10 feet +2dmg
Huge: 15 feet +4 dmg
About the weapon dice, since it doesn't change from small to huge, I suppose It wouldn't change either from small to Tiny.
| beowulf99 |
You can really justify many different conditions from being shrunk depending on how the shrinking is done. Blind or Deafened due to your eyes and ears having to adjust to their new size, since they've always just experienced everything from their own point of view.
Stunned if the shrinking was specifically violent. Maybe even stupefied as a side effect of whatever ghoulish trap the adventurer fell into.
Generally speaking if you go with anything stronger than enfeebled such as something outright debilitating, like the Blind/Deafness you should make it a timed thing that they recover from or "get used to."
Let your imagination run a bit and I'm sure you'll come up with something interesting.