r/stormkingsthunder • u/Dotification • 16h ago
Has anyone tried updating the "New Giant [Attack] Options like 'Fling' from the back of the book?
I don't know if I can copy-paste rules in this subreddit, but basically it adds these;
Cloud Giants: Fling & Wind Aura
Fire Giants: Tackle [& Siege Monster]
Frost Giants: Weighted Nets
Hill Giants: Squash
Stone Giants: Fling & Rolling Rock
Storm Giants: Thunderous Stomp
While I appreciate the effort... as w/o them; Giants kinda feel like oversized Warrior Vets, but with some of their melee B/P/S damaged swapped out for elemental damage--they seem to trade *too much of their damage for the trade-off of forcing a high AF DEX SV. (16-21)*.
Like if a Stone Giant (usually avid throwers) want to grab & fling you; they can't throw you further than 60' (which sure; most people aren't aerodynamic by default) but then you only take a d6 of Bludgeoning damage for every 10' you're thrown--which feels both underwhelming & kinda backwards. Being violently grabbed by a giant doesn't entail any initial damage? They're not throwing eggs FFS. Also, wouldn't you take more damage being thrown hard at a nearby target/spiked on the ground like a football?? (It only *kinda* makes sense for Cloud Giants' throws to speed up over a 60' span, as maybe they're pushing/accelerating you with the wind, upon release???)
Anyways, it feels undercooked & unintuitive in places, so I came up with a pretty try-hard/sweaty update of it for 5.5 that should put fear of Giants back in to the hearts of adventurers, & I'd love some feedback from y'all, as tonight the heroes in my campaign will be traveling south of Helm's Hold on the High Road, & I want their 2nd ever giant encounter to really pop, & set the tone/real danger level for STK.
(Btw has anyone ever ran the Helm's Hold/High Road Frost Giant encounter that has any advice to share? Has anyone ever had a party keep taking Short Rests after each kill, & on an hourly 17+ try to farm d4 Frost Giants at a time, to really winnow down their numbers locally??)
Anyways, I'm also inspired by the Large armored dudes & the cyclops in Nolan's take on 'The Odyssey,' & think bigger enemies throwing party members at each other is not only funny, but a good way to keep everyone involved, & the situation dynamic.
(I also want to test out a new home rule that 'any damage that also knocks someone Prone also gives Disadvantage on any related Concentration checks,' to simultaneously borrow from BG 3, but to also tone it down a bit, as I believe getting knocked Prone auto-breaks Concentration there.🧐)
This is the Frost [& Stone, minus the War Cry] Giants' provisional iteration of Fling, kind of an "improved/updated Fling" along w/ my contextual notes on tactics (as well as me sneaking in the 'Dazed' status effect from BG 3, to represent getting hit by a person thrown really hard @ you);
[Round/Turn 1 of any battle that Frost Giants are shooting arrows/swinging axes; they'll use their Bonus Action to pop 'War Cry' for 2d10+5 Temp. HP + Adv. on attacks until the start of their 2nd turn (so if anyone tries to flee, well still Adv. on their Op. Atk.) Then @ the start of every turn they'll try to refresh/ recharge it on a 5+!]
If the target is heavily armored/Shielded/doesn't even look Bloodied, the smarter ones will usually try to snatch 'em up, & chuck 'em at someone/something [unless maybe their War Cry recharges]. Basically if a couple-few of their best swings are *not* showing discernible damage/progress... they will potentially pivot.
Frost/Stone Giants Grab & Fling: 1st Atk.: 1H grapple: DEX/STR SV. DC: 17, or take 6 B. dmg. + Grappled [by the head/neck on a Crit 1 SV; doing double B. damage]
->2nd Atk.: thrown 10-60' + 6d8 B. dmg. + Prone, or spiked w/in 5' for 11d8/(50) B. dmg. + Prone + Dazed
If Grappled target is thrown @ you; DEX SV. DC: 17 to duck, otherwise you're both Prone & split this dmg. + any triggered Concentration checks are made w/ Disadvantage (unless Flying; as then they won't be Proned, only Pushed 10') but maybe give Adv. on this "duck SV." once they've seen it in action. Thrown target lands behind whomever they collided with.
Target w/in: | B. dmg.(avg.)
10': 11d8 + Dazed (DisAdv. on WIS SV. Throws, can't take Reactions, & loses their DEX. bonus to AC)/(50)
15': 10d8 + d4 + Dazed (CON SV. DC: 17)/(47.5)
20': 10d8/(45)
25': 9d8 + d4/(42.5)
30': 9d8/(40.5)
35': 8d8 + d4/(38.5)
40': 8d8/(36)
45': 7d8 + d4/(34)
50': 7d8/(31.5)
55': 6d8 + d4/(29.5)
60': 6d8/(27)
+1d4-1d6 B. dmg. for every 10' slid down on impact
Note; smarter giants could try getting them stuck in tree branches, or within/past Difficult or Deadly terrain [like off a cliff!] unless they're playing 'tag' in a target-rich environment, like if there's a [flying?] caster obviously Concentrating on a bothersome spell.)
Sorry it came out so long, but I'd love some constructive feedback for my session this evening. 2 of 5 members in my party have high AC, & this is my preemptive response to 'keeping things interesting' for them, + the flying Sorc that loves to cast Shield, & their Druid friend that loves Conjure Animals.
FWIW I think shifting some focus away from AC [to having a high/semi-reliable DEX SV.] will put a shine on any Rangers, Rogues, & Barbarians that may feel underpowered in Tiers 2+.
I'm also looking at incorporating other home rules to make Giants more epic, like mundane shields in particular having a reduced effect against their powerful swings, & that "dueling" something so huge/strong/deadly would be an exhausting ordeal to survive...