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PKofthelibrary Knight of Darkness Since: Oct, 2023
Knight of Darkness
Mar 29th 2024 at 9:10:45 AM •••

Fun Fact: Many modern video games give ranged attacks to any enemy that can justify it, even if those attacks usually deal Scratch Damage. This occurs for the same reason that the Tarrasque mentioned in the tabletop folder is cheesable: if you can get up high or move fast enough, melee attacks become useless.

If you want to avert this with the Tarrasque in dnd 5th edition, there are 2 options: alternate win conditions or adding a ranged attack:

  • The Tarrasque is a force of nature, a devastating siege monster. Place the fight inside a city or other populated locale, where the Tarrasque can smash holes in the infrastructure, devour civilians or otherwise force the party to intervene quickly and efficiently. This will at best prevent force them to avoid wasting time on putting their immensely tough bodies beyond its reach and at worst let the Tarrasque still have an impact.
  • Add a ranged attack. I’d recommend giving it the ability to use the following attack up to 3 times in place of all its melee attacks during its multiattack and rip the ammo out of the ground: Boulder Throw: ranged weapon attack, +19 to hit, range 80/320ft, 1 target, hit: 31 (6d6+10) bludgeoning damage and every creature other then the target within 10ft of the target must succeed on a dc27 dexterity save or take 7 (2d6) bludgeoning damage. This is far less damage, 105 DPR as opposed to 148 DPR, it won’t knock people prone, grapple and restrained them or be able to use legendary actions with it but this will give it a counter to ranged attacks and let it rain devastation on crowds.
  • Other Fun Fact: RAW, any creature with the digits can just pick stuff up and throw them. Letting the Tarrasque do this gives it a ranged attack with 20/60 range, +10 to hit and 20 (4d4+10) bludgeoning damage on a hit. No multiattack compatibility, not even a little, but it still can hopefully break concentration if whoever’s casting fly is stupid enough to be in the firing line.

Kayeka (4 Score & 7 Years Ago)
Feb 4th 2011 at 5:33:51 AM •••

I can't help but notice that many entries should go to Warm-Up Boss or Anti-Climax Boss instead.

Cidolfas El Cid Since: Jan, 2001
El Cid
Jun 1st 2010 at 10:52:09 AM •••

Removed the following natter:

  • In Super Smash Bros, larger characters are often disadvantaged; their large size makes them slower and easier to hit, their high weight typically makes it harder for them to recover, and many smaller fighters have attacks that are just as strong and much faster.
    • Reversed in Brawl, the third iteration, where a few heavy fighters (Notably Snake and King Dedede) have ridiculous power, ridiculous recovery, modest speed, or a good combination of the above.
      • Or averted by Charizard. He's a big mook...who can hit hard enough to make Sonic's incredible speed advantage mean NOTHING if the hit connects.
      • It has not been reversed. Heavyweights are generally big enough that continuous hitbox attacks will devastate them. Case in point. That combined with the fact that it's easy to nail them with a clean hit or a spike because of their size makes it clear why Ike is just one of several newbie killers.
      • Funny, since this noob found Ike to be one of the easiest characters to play when starting out. It got to the point where against the AI I was able to beat all the other characters except Mario consistently. But individual styles probably contribute to this.
      • The real improvements given to large-heavy characters are the invincibility frames during some of their attacks. The attacks aren't interrupted if they're hit during these frames, so anyone who tries is more or less guaranteed to be hit by them.

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