Hydra Regeneration.


Rules Discussion

51 to 58 of 58 << first < prev | 1 | 2 | next > last >>

I put several hydra against a group once, one at a time over the coarse of 4 sessions. The barb kept chopping the heads off and the team seared the stumps so they were short battles. So I mixed up the elements and made lightning, ice and fire hydra that all had different damage types turn off their regen. Group still destroyed them all quickly, such cool enemies that got stomped.

Paizo Employee Community & Social Media Specialist

Errenor wrote:
If you are a GM and it's really-really exploiting, you can put a stop to this one way or the other.

I would honestly like to GM one day, but I'm just not sure I have the inclination for it you know? I have ideas, but I don't really know how to put them together properly enough for a campaign.. But, I can dream!


Pathfinder Lost Omens, Rulebook Subscriber
Maya Coleman wrote:
Errenor wrote:
If you are a GM and it's really-really exploiting, you can put a stop to this one way or the other.
I would honestly like to GM one day, but I'm just not sure I have the inclination for it you know? I have ideas, but I don't really know how to put them together properly enough for a campaign.. But, I can dream!

If your interested in trying it id say go for it.

GMing potentially has too many facets to be good at all of them at once but no one needs to actually be good at all of them to run a fun game.
Start with the facets of GMing that spark your ideas and get your group together for a game.


1 person marked this as a favorite.

When my husband GMed, he had me do all of the technical rules stuff (as a player) so he could concentrate on the story.

As long as you have someone you can trust, that may work.


Quote:
Both because you have to be thinking about technicality and thus reading in a technical language standard, and because the general flow of a conversation between people that starts "You regain hit points." and follows with "How many?" leading to an answer of "Zero." would produce a "...huh?" or "that's stupid" response rather than understanding unless those people possessed some special circumstances which have lead them to immediately assume a numerical (you added a number, that number happened to be 0) rather than intuitive (the situation has not changed, thus no (re)gain happened) interpretation of the situation.

Language is bit wonky here, however there are two good arguments against theory that hydra regeneration is fixed according to original number of heads - a) then it would be enough to just state original 18 reg in case o prismhydra rather than specifically use 3xheads b) linking regeneration to heads still on necks is tradition since PF 1e if not DnD 3,5 - but there it was more clearly stated as minimal regeneration was always 5.


Wicked Woodpecker of the West wrote:

Language is bit wonky here, however there are two good arguments against theory that hydra regeneration is fixed according to original number of heads - a) then it would be enough to just state original 18 reg in case o prismhydra rather than specifically use 3xheads b) linking regeneration to heads still on necks is tradition since PF 1e if not DnD 3,5 - but there it was more clearly stated as minimal regeneration was always 5.

Neither of those are "good arguments".

In the case of the prismhydra you're presuming that the way things are is not the result of copy-paste or the equivalent by starting with the hydra statblock and then making the necessary adjustments, so it's not a good argument to say what you believe about a piece of text must be true because a second piece of text has the same wording - that doesn't actually support any conclusion more than any other.

And in the case of "tradition" that's the worst argument because no one should ever be expected to know anything other than what is in the rules text itself in order to understand a rule. Reference within the same game rule set is okay, but does need to be explicit rather than the kind of thing people sometimes do where they try to prove one rule says what they think it does by mentioning an unreferenced feat. Expecting that everyone playing this rule set knows how PF1 or even further back worked is just nonsense - especially given that the whole point of a new edition is so that what used to be true can be changed if the designer wants it to.

Dark Archive

Maya Coleman wrote:
Errenor wrote:
If you are a GM and it's really-really exploiting, you can put a stop to this one way or the other.
I would honestly like to GM one day, but I'm just not sure I have the inclination for it you know? I have ideas, but I don't really know how to put them together properly enough for a campaign.. But, I can dream!

It sounds to me like you should GM a one-shot or a short (3-5 sessions?) mini-adventure.

You can explore and express your ideas without necessarily having to create a whole cohesive world around them.


Sometimes just doing a monster of the week style of thing is good enough, My current campaign started with Fall of Plaguestone, And then just doing my own thing from there using what already exists within Golarion.

A revisit to Dustpawn where the PCs almost got jailed for attacking a tollman. Followed by dealing with smugglers paid for by Kalistrade aristocrats. Visiting the Davarn spring festival and from there going down into the darklands trough the Blighted Path in order to explore the Phadraxian Maw to find an old Dwarven Tomb with Hexploration. Finding all sorts of fun adventures that typically only last 1-2 sessions before they move on to the next point of interest.

I litterary only have a map with one-line notes on it that I only develop those points when they are getting close to it. It is all incredibly disconnected but comes together with an overaching narrative about a secretive merchant dwarfs past, Currently spiced with Darklands Terrors and the Dominion of the Black.

Did I plan any of that when starting the campaign? absolutely not, I just wrapped up Fall of Plaguestone and the players wanted more so I just took an existing town on the same path as the caravan in that adventure to continue from. Read up on what happened in that town and used that as inspiration for how it would be 10 years later after the end of the adventures that took place in them.

51 to 58 of 58 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / Rules Discussion / Hydra Regeneration. All Messageboards

Want to post a reply? Sign in.