History DemonicSpiders / TabletopGames

27th Mar '16 4:12:30 PM TheNerfGuy
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** Monstrous Crabs. The challenge rating implies that a 3rd level party can reasonably defeat one. Despite this, they are large and [[InstantDeathRadius have long reach accordingly]] that dissuades melee combat, [[StoneWall lots of HP]], [[LightningBruiser move fast, hit hard, and are hard to damage]], and have a ridiculously high grapple modifier. Your average 3rd level party seldom has anything that can debuff one since its immunities let it NoSell most of what the party wizard/cleric/druid can do. A typical encounter with one usually has it charging the nearest character for both claw and constrict damage, often one-shotting them. Next round, it tosses the downed character aside and repeats the first round, and subsequent rounds have it doing the exact same thing until the survivors flee or hide or it [[TotalPartyKill kills them all]]. There is a reason these things are not popular to fight against.

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** [[GiantEnemyCrab Monstrous Crabs.Crabs]]. The challenge rating implies that a 3rd level party can reasonably defeat one. Despite this, they are large and [[InstantDeathRadius have long reach accordingly]] that dissuades melee combat, [[StoneWall lots of HP]], [[LightningBruiser move fast, hit hard, and are hard to damage]], and have a ridiculously high grapple modifier. Your average 3rd level party seldom has anything that can debuff one since its immunities let it NoSell most of what the party wizard/cleric/druid can do. A typical encounter with one usually has it charging the nearest character for both claw and constrict damage, often one-shotting them. Next round, it tosses the downed character aside and repeats the first round, and subsequent rounds have it doing the exact same thing until the survivors flee or hide or it [[TotalPartyKill kills them all]]. There is a reason these things are not popular to fight against.
27th Mar '16 4:11:41 PM TheNerfGuy
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** See the quotes page for InstantDeathRadius for a monstrous crab that ''will'' murder any party that tries to take it on at its recommended level.

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** See the quotes page for InstantDeathRadius for a monstrous crab Monstrous Crabs. The challenge rating implies that ''will'' murder any a 3rd level party can reasonably defeat one. Despite this, they are large and [[InstantDeathRadius have long reach accordingly]] that tries dissuades melee combat, [[StoneWall lots of HP]], [[LightningBruiser move fast, hit hard, and are hard to take it on at damage]], and have a ridiculously high grapple modifier. Your average 3rd level party seldom has anything that can debuff one since its recommended level.immunities let it NoSell most of what the party wizard/cleric/druid can do. A typical encounter with one usually has it charging the nearest character for both claw and constrict damage, often one-shotting them. Next round, it tosses the downed character aside and repeats the first round, and subsequent rounds have it doing the exact same thing until the survivors flee or hide or it [[TotalPartyKill kills them all]]. There is a reason these things are not popular to fight against.
8th Feb '16 5:19:52 PM zaphod77
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** In early editions (before 3.0), many level-draining Undead with [[LevelDrain Energy Drain]] could simply take levels away. It was much crueler than Negative Levels, a temporary debuff, in the newer editions. In early editions, Energy Drain meant you could start an encounter as a 10th level character, get hit once by a vampire's attack, and now you are an 8th level fighter. Permanently. The vampire is still around, and now you are less likely to defeat it quickly and thus more likely to be hit yet again. Three unlucky rolls later, your character might be 2nd level. Go back to the rulebook and take a look at how many HP and XP were just deleted. The only way to recover was to survive the encounter and then get back to adventuring so you can re-earn all those XP and levels. Negative Levels were added because Energy Drain was so disheartening, a player likely would rather simply have a beloved character killed.

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** In early editions (before 3.0), many level-draining Undead with [[LevelDrain Energy Drain]] could simply take levels away. It was much crueler than Negative Levels, either a temporary debuff, debuff which could become permanent if not cured, or saved against, or a permanent debuff that can be cured, in the newer editions. In early editions, Energy Drain meant you could start an encounter as a 10th level character, get hit once by a vampire's attack, and now you are an 8th level fighter. Permanently. The vampire is still around, and now you are less likely to defeat it quickly and thus more likely to be hit yet again. Three unlucky rolls later, your character might be 2nd level. Go back to the rulebook and take a look at how many HP and XP were just deleted. The only way to recover was to survive the encounter and then get back to adventuring so you can re-earn all those XP and levels. Negative Levels were added because Energy Drain was so disheartening, a player likely would rather simply have a beloved character killed.killed, which could almost always be undone with a loss of one level at most.
25th Jan '16 1:30:53 PM chc232323
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** In early editions (before 3.0), many level-draining Undead with [[LevelDrain Energy Drain]] could simply take levels away. It was much crueler than Negative Levels, a temporary debuff, in the newer editions. In early editions, Energy Drain meant you could start an encounter as a 10th level character, get hit once by a vampire's attack, and now you are an 8th level fighter. Permanently. The vampire is still around, and now you are less likely to defeat it quickly and thus more likely to be hit yet again. Three unlucky rolls later, your character might be 2nd level. Go back to the rulebook and take a look at how many HP and XP were just deleted. The only way to recover was to survive the encounter and then get back to adventuring so you can re-earn all those XP and levels. Negative Levels were added because Energy Drain was so disheartening, a player likely would rather simply have a beloved character killed.
*** In AD&D, ghosts are able to make even the most potent characters cry. Their first attack is a possession effect. If the ghost takes control of you, there is no reason for it not to use your body to do as much harm as it can, then when at risk of expulsion, to impale itself on your weapon. You'd be dead, and the ghost would be fine. If you survived that, the sight of a ghost might make you panic and age 10 years on sight. Every hit from a ghost ages you an average of 25 years, quickly leaving you an ancient husk. Magic does not harm them unless you are also ethereal, and they are immune to non-magical, non-silver weapons.
19th Jan '16 5:22:02 AM jormis29
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** Will-O-The-Wisps are death machines to low-level parties. They have natural invisibility, flight, very high AC, immunity to magic, and touch attacks. You'll need to make special preparations -- such as having a load of [[HomingProjectile Magic Missiles]] (one of the two spells which are excepted from its immunities).

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** Will-O-The-Wisps [[WillOTheWisp Will-o'-the-Wisps]] are death machines to low-level parties. They have natural invisibility, flight, very high AC, immunity to magic, and touch attacks. You'll need to make special preparations -- such as having a load of [[HomingProjectile Magic Missiles]] (one of the two spells which are excepted from its immunities).
20th Feb '15 2:49:25 AM Arutema
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*** They often get worse at higher levels. Higher level swarms have HP so mundane firebombs which are stuck at 1d6 damage no longer mean much, and against anything that isn't a swarm an AreaOfEffect spell is possibly the worst thing you can prepare, so most wizards don't.


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** ''Iron Gods'' introduced robots. They almost universally have high hardness values for their CR, and hardness is even more of a pain to deal with than regular damage reduction. The strongest ones also have force fields which nullify critical hits and sneak attacks as well.
14th Jan '15 5:08:15 PM ScholardArme
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** Going all the way to Basic D&D (the 1977 release which mirrored Advanced D&D, 1st edition), all undead, even the lowly skeleton, were this to a 1st level party - because they were immune to morale checks. When almost any PC can die to a single blow, the most reliable way of surviving an encounter was to get the monsters to run away.
13th May '14 4:12:04 PM UltramarineAlizarin
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** In ''DungeonsAndDragons'' 4th edition, Needlefang Drake swarms are Demonic Spiders to low-level characters. They have the ability to knock down characters, and then deal extra damage to characters who are knocked down in addition to the standard swarm ability of attacking all adjacent enemies at the beginning of their turn. Additionally, they take half damage from most attacks, and it is likely only one character in any given party has a reusable attack which deals decent damage to them at the very low levels you fight them at. One is dangerous, but managable; two is likely to result in player death. Three or more are very likely to kill the entire party. While trivial later on due to being low-level enemies, to level 1-3 characters they're nightmarishly deadly.

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** In ''DungeonsAndDragons'' 4th edition, Needlefang Drake swarms are Demonic Spiders to low-level characters. They have the ability to knock down characters, and then deal extra damage to characters who are knocked down in addition to the standard swarm ability of attacking all adjacent enemies at the beginning of their turn. Additionally, they take half damage from most attacks, and it is likely only one character in any given party has a reusable attack which deals decent damage to them at the very low levels you fight them at. One is dangerous, but managable; manageable; two is likely to result in player death. Three or more are very likely to kill the entire party. While trivial later on due to being low-level enemies, to level 1-3 characters they're nightmarishly deadly.
13th May '14 4:10:41 PM UltramarineAlizarin
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** Rust Monsters. They don't do much damage, and are easy enough to kill, but will go directly for whomever has the most metal - usually your plate wearer - and try to dissolve it all with a touch attack, something that's usually quite effective against plate wearers. And hitting them with something metal will cause ''that'' to dissolve too. Even magical items can be effected. This is a game where losing your precious +4 Armor is a bigger problem than dying-- if your party survives the encounter, you can be brought back to life for 5,000 gp, but most magical weapons range from 8,000+ - 200,000+ gold, with magic armor costing a bit more than half that. Furthermore, replacing those items will take time, which is something you don't have in a dungeon crawl. Add that up, and that means a Rust Monster has the potential to cripple a party so badly that they can't do anything to fight back.

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** Rust Monsters. They don't do much damage, and are easy enough to kill, but will go directly for whomever has the most metal - usually your plate wearer - and try to dissolve it all with a touch attack, something that's usually quite effective against plate wearers. And hitting them with something metal will cause ''that'' to dissolve too. Even magical items can be effected. This is a game where losing your precious +4 Armor is a bigger problem than dying-- dying -- if your party survives the encounter, you can be brought back to life for 5,000 gp, but most magical weapons range from 8,000+ - 200,000+ gold, with magic armor costing a bit more than half that.+2 weapon already costs 8K or more. Furthermore, replacing those items will take time, which is something you don't have in a dungeon crawl. Add all that up, and that means a Rust Monster has the potential to cripple a party so badly that they can't do anything to fight back.



** Will-O-The-Wisps are death machines to lower level parties. As they have natural invisibility, fly, very high AC, are immune to magic, and primarily make touch attacks. Unless you are high enough level, make special preparations, or have a lot of [[HomingProjectile Magic Missiles]] (one of the two spells which are excepted from its immunities).
** Swarms can be this to low level players, since they're immune to basically any type of damage that isn't an AOE spell, but they're typically GoddamnedBats.
** Almost any monster with the Grab special ability, which allows mobs to grapple you. Bonus points if they have the Constrict special ability, which means they will do extra damage just by having your grabbed. The worst are usually plant type mobs, since they have a lot of immunities, high CMB, and are virtually impossible to detect in their natural environment until they attack. Examples include Shambling Mounds.

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** Will-O-The-Wisps are death machines to lower level low-level parties. As they They have natural invisibility, fly, flight, very high AC, are immune immunity to magic, and primarily make touch attacks. Unless you are high enough level, You'll need to make special preparations, or have preparations -- such as having a lot load of [[HomingProjectile Magic Missiles]] (one of the two spells which are excepted from its immunities).
** Swarms can be this to low level low-level players, since they're immune to basically any type of damage that isn't an AOE spell, but AreaOfEffect spell. Otherwise they're typically GoddamnedBats.
** Almost any monster with the Grab special ability, which allows mobs to grapple you. Bonus points if they have the Constrict special ability, which means they will do automatically deal extra damage just by having your grabbed. for grappling. The worst are usually plant type plant-type mobs, since they have a lot of immunities, high CMB, and are virtually impossible to detect in their natural environment until they attack. Examples include Shambling Mounds.
22nd Mar '14 10:15:58 PM WanderingBrowser
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* ''{{Pathfinder}}'' has many:

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* ''{{Pathfinder}}'' ''TableTopGame/{{Pathfinder}}'' has many:
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