This is getting off topic, but real life longbow, effective range is out to 1000'.
Effective range against area targets can be quite long. Effective range against moving individuals is far shorter, because arrow speed was something like 200 fps, and typical time required to react to a shot and move out of the way is about half a second. This didn't matter terribly much in war because you don't shoot one arrow at one person, you shoot a thousand arrows at a formation of a thousand people, but D&D isn't about mass combat.
This is getting off topic, but real life longbow, effective range is out to 1000'.
Effective range against area targets can be quite long. Effective range against moving individuals is far shorter, because arrow speed was something like 200 fps, and typical time required to react to a shot and move out of the way is about half a second. This didn't matter terribly much in war because you don't shoot one arrow at one person, you shoot a thousand arrows at a formation of a thousand people, but D&D isn't about mass combat.
Effective range is the range at which it will do damage. Hitting is a separate problem. There are abilities in 5e (and in pretty much any heroic fantasy setting) that can guarantee a hit, as long as you are in weapon range.
If you wanted to argue that ranged weapons are too accurate out to max range, that is a very different discussion from how far out they could hit.
Effective range is the range at which it will do damage.
No it isn't. Effective range is the range at which it's likely to do what you're trying to do, and is frequently far shorter than maximum range.
Also, since one of the arguments for low movement speed is compatibility with maps: if you expect maps to be relevant, range should be smaller than map size.
lots of funny idea here. And I know the best and dumbest answer. psychic gray ooze why? Glad you asked, it does 2 things that a tarrasque has no defense to.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Psychic Crush (Recharge 5–6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.
This might take a while, and the tarrasque could easily walk away. But if for some reason it stays within 60 feet of this slime, it will be killed with psychic damage at a very slow pace. And it won't be able to find the slime to attack it.
Effective range is the range at which it will do damage.
No it isn't. Effective range is the range at which it's likely to do what you're trying to do, and is frequently far shorter than maximum range.
Also, since one of the arguments for low movement speed is compatibility with maps: if you expect maps to be relevant, range should be smaller than map size.
If 'likely' is involved, then the skill (and thus accuracy) of the firer is a factor. Yes, it is usually shorter than maximum range since beyond a certain point it has lost too much kinetic energy (usually due to air resistance) to still strike effectively.
lots of funny idea here. And I know the best and dumbest answer. psychic gray ooze why? Glad you asked, it does 2 things that a tarrasque has no defense to.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Psychic Crush (Recharge 5–6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.
This might take a while, and the tarrasque could easily walk away. But if for some reason it stays within 60 feet of this slime, it will be killed with psychic damage at a very slow pace. And it won't be able to find the slime to attack it.
lol, this one is great. The tarrasque is liable to step on the ooze by accident before it comes even close to being in danger but still very fun.
You are talking about sport. That’s apples and oranges when compared to life and death.
Adrenaline can easily make you push your limits, resulting in fatigue or injury, but 60'/turn (6.8 mph) is simply not pushing the limits of anyone who might reasonably decide to become an adventurer, that's 13.2 minutes for a 1.5 mile jog.
You are talking about sport. That’s apples and oranges when compared to life and death.
Adrenaline can easily make you push your limits, resulting in fatigue or injury, but 60'/turn (6.8 mph) is simply not pushing the limits of anyone who might reasonably decide to become an adventurer, that's 13.2 minutes for a 1.5 mile jog.
I have a black belt. I have studied more different styles of martial arts than you can shake a stick at. I have also been in situations when I was in fear for my life. These things are not compatible.
It is important that there is no confusion between sparring one person for sport and fighting for your life. When fighting for your life, you have to be 100% aware of your entire environment. You don't know whether, when fighting that one guy who was kind enough to stand in front of you, there's going to be a weapon shot at you from your backside or from the corner of your eye. You don't know if the place you set your foot is going to turn out to be a trap. There's sport and then there is life and death. The total awareness and, yes, fear and anxiety, in a life and death situation doesn't exist in sport. And don't kid yourself, professional solders who don't feel fear and anxiety have short careers. That total awareness and fear and anxiety are absolutely exhausting.
Now, I've never been in war. I've been in life and death situations, but that's nothing compared to war where there is a prolonged effort by people who may be just as smart as you and who want to kill you.
You are talking about sport. That’s apples and oranges when compared to life and death.
Adrenaline can easily make you push your limits, resulting in fatigue or injury, but 60'/turn (6.8 mph) is simply not pushing the limits of anyone who might reasonably decide to become an adventurer, that's 13.2 minutes for a 1.5 mile jog.
You are talking about sport. That’s apples and oranges when compared to life and death.
Adrenaline can easily make you push your limits, resulting in fatigue or injury, but 60'/turn (6.8 mph) is simply not pushing the limits of anyone who might reasonably decide to become an adventurer, that's 13.2 minutes for a 1.5 mile jog.
I have a black belt. I have studied more different styles of martial arts than you can shake a stick at. I have also been in situations when I was in fear for my life. These things are not compatible.
It is important that there is no confusion between sparring one person for sport and fighting for your life. When fighting for your life, you have to be 100% aware of your entire environment. You don't know whether, when fighting that one guy who was kind enough to stand in front of you, there's going to be a weapon shot at you from your backside or from the corner of your eye. You don't know if the place you set your foot is going to turn out to be a trap. There's sport and then there is life and death. The total awareness and, yes, fear and anxiety, in a life and death situation doesn't exist in sport. And don't kid yourself, professional solders who don't feel fear and anxiety have short careers. That total awareness and fear and anxiety are absolutely exhausting.
Now, I've never been in war. I've been in life and death situations, but that's nothing compared to war where there is a prolonged effort by people who may be just as smart as you and who want to kill you.
Got a Blackbelt in Tang Soo Doo in 1988. USMC 1st Force Recon Gulf War. The Stress of war is a funny thing, and it affects everyone differently. The one thing I can say about myself, I was fine until I got back to the USA, then I broke down emotionally. I Cried for a long time, I did all the party D***s and Alcohol you can imagine, I did the rave scene, the early Goth scene, just to get past the emotional damage of a few short weeks. The people during Vietnam and the War on Terror, had it worse, and many of them suffer even worse than I did.
Can you ramp up and last all week, sure easy, but you still need sleep, food, and water. Although from that point on you will never sleep heavy again. Change in ambient sounds, light, smell, you are awake instantly. Can someone over exert themselves to accomplish a goal, you have to do that just to get into Force Recon, and pass the training. Much harder than a street fight, or getting a black belt IMO.
Unless you are literally dashing every round, which almost never happens, you are not going full tilt though.
That would be precisely my point. Yes.
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I have a black belt. I have studied more different styles of martial arts than you can shake a stick at. I have also been in situations when I was in fear for my life. These things are not compatible.
Which is completely irrelevant to the point about running speed. And is also probably irrelevant to PCs who get into multiple deadly fights per day.
Back to the original point, if you can convince the tarrasque to eat some green slime, it dies, as it has no means of killing green slime and is not immune to acid, while the green slime is. Other types of ooze are a similar threat if swallowed but can probably be regurgitated.
Back to the original point, if you can convince the tarrasque to eat some green slime, it dies, as it has no means of killing green slime and is not immune to acid, while the green slime is. Other types of ooze are a similar threat if swallowed but can probably be regurgitated.
That's actually pretty good: Pick up green slime with telekinesis, cast illusion on it (of a tasty knight in shining armor), wait for Tarrasque to swallow it whole. I suppose it requires more than one caster, but still a neat trick =)
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Back to the original point, if you can convince the tarrasque to eat some green slime, it dies, as it has no means of killing green slime and is not immune to acid, while the green slime is. Other types of ooze are a similar threat if swallowed but can probably be regurgitated.
That's actually pretty good: Pick up green slime with telekinesis, cast illusion on it (of a tasty knight in shining armor), wait for Tarrasque to swallow it whole. I suppose it requires more than one caster, but still a neat trick =)
A caster casting Major Image as a 6th level spell (no concentration) could pull it off on his own.
Or, a craftsman could just create a dummy and put it in a corral with a bunch of cattle. The Tarrasque is dumb enough to fall for it. You could stll use the TK to hold onto the slime or put the slime in a container resistant to the slime.
1 party with a lvl 1 White Dragonborn Bard, Aarakocra Cleric, Fairy Genie Warlock and Earth Genasi Druid who has a gained the friendship of a Dark Mantle. Dark Mantle to suffocate and Blind the Tarrasque, the party to slowly cantrip it to death.
1 party with a lvl 1 White Dragonborn Bard, Aarakocra Cleric, Fairy Genie Warlock and Earth Genasi Druid who has a gained the friendship of a Dark Mantle. Dark Mantle to suffocate and Blind the Tarrasque, the party to slowly cantrip it to death.
while an interesting idea... I would look at the Tarrasque stat block. Tarrasque
Pay close attention to the Senses. SensesBlindsight 120 ft., Passive Perception 10
Also note:
Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
Also on this note, and to the frustration of many a caster:
Damage ImmunitiesFire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Thankfully for a caster they have one "vulnerability" a caster can exploit, well not really a vulnerability, more like a strength that isn't 100% effective.
Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects.
Basically you can use "save or s**k" spells to weaken them, only problem is, you'll need them to be cantrip as any big boom save they will use their legendary resistance on, you might be able to burn all 3 quickly but a low level caster only has so many of big booms.
So out of the cantrip list, you have:
thankfully immune to charm is not immune to psychic, else my grey goo wouldn't work either.
So your class choices do work. But Toll the Dead will be the game winner.
You would want them all to be flying races, so the Bard can't be a dragonborn, and the level 1 Druid ... is the weakest link no flight and a d6 cantrip only.
But you have this list of flying options:
Variant Tiefling Winged, Owlin, Fairy, and most famously Aarakocra.
To pull this off, you'll have to do the trick mentioned earlier in this thread, fly 60 feet above the head of the Tarrasque, as they are 50 feet tall, with a 10 foot reach and a 15 foot jump. (Not specified in 5th rules, but easy to figure out in combo with lore and past rules), also hopefully it doesn't throw a tree or boulder at players... because you know if it did that would be devastating. While flying using save vs damage spells you can slowly burn it down, thankfully because 5th removed it's regeneration ability. (Thank god, it was unhinged back in 1st ed, like wolverine levels fast, and could regen it from a single cell)
I would swap out the Druid with an Owlin Ranger with a plus 1 bow, and if allowed for the challenge, one of three rare bows:
Just on a side note, The Glimmering Moonbow and Dragon Wing are preferred, as the extra properties of the Stashot are useless and only it's unlimited magical ammo has any value.
Earth Genasi who as a bonus action can prevent bludgeoning damage, and as I am a a DM to is currently having a party of level 10s fight a Tarrasque, I'm always thinking of how to thwart this creature.
Earth Genasi who as a bonus action can prevent bludgeoning damage, and as I am a a DM to is currently having a party of level 10s fight a Tarrasque, I'm always thinking of how to thwart this creature.
Not sure how the Earth Genasi is doing that, must be a class option, but that would have very little barring on a Tarrasque.
Tarrasque
5 attacks per turn, 3 legendary actions (During Player Turns).
2: Attacks
Horns -Piercing
Bite - Piercing (If hit make a grapple check 20)
Claw -Piercing
Fear (120 foot range)
Swallow acid (If grappled then get swallowed Bite attack, if success down the gullet you go))
And a Tail with Bludgeoning (if hit make a save vs prone)
Your party must be hard core to handle this fight. Not to say I haven't done this as DM, because I have. Way back in 3.5 I did this to a level 12 party of 2. They won, and then used a wish spell to get a Pokémon version of a Tarrasque. Yes I face palmed because a Greater god was the party sponsor, they used the wish spell while talking on the phone to him. They ended up with a Large Size Reptile that acted like a Dog, that was kind of Tarrasque looking. I think they named him spot.
Earth Genasi who as a bonus action can prevent bludgeoning damage, and as I am a a DM to is currently having a party of level 10s fight a Tarrasque, I'm always thinking of how to thwart this creature.
1 party with a lvl 1 White Dragonborn Bard, Aarakocra Cleric, Fairy Genie Warlock and Earth Genasi Druid who has a gained the friendship of a Dark Mantle. Dark Mantle to suffocate and Blind the Tarrasque, the party to slowly cantrip it to death.
Darkmantle can’t attach to a creature larger than medium.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Effective range against area targets can be quite long. Effective range against moving individuals is far shorter, because arrow speed was something like 200 fps, and typical time required to react to a shot and move out of the way is about half a second. This didn't matter terribly much in war because you don't shoot one arrow at one person, you shoot a thousand arrows at a formation of a thousand people, but D&D isn't about mass combat.
Effective range is the range at which it will do damage. Hitting is a separate problem. There are abilities in 5e (and in pretty much any heroic fantasy setting) that can guarantee a hit, as long as you are in weapon range.
If you wanted to argue that ranged weapons are too accurate out to max range, that is a very different discussion from how far out they could hit.
No it isn't. Effective range is the range at which it's likely to do what you're trying to do, and is frequently far shorter than maximum range.
Also, since one of the arguments for low movement speed is compatibility with maps: if you expect maps to be relevant, range should be smaller than map size.
lots of funny idea here. And I know the best and dumbest answer. psychic gray ooze why? Glad you asked, it does 2 things that a tarrasque has no defense to.
False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
Psychic Crush (Recharge 5–6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.
This might take a while, and the tarrasque could easily walk away. But if for some reason it stays within 60 feet of this slime, it will be killed with psychic damage at a very slow pace. And it won't be able to find the slime to attack it.
If 'likely' is involved, then the skill (and thus accuracy) of the firer is a factor. Yes, it is usually shorter than maximum range since beyond a certain point it has lost too much kinetic energy (usually due to air resistance) to still strike effectively.
lol, this one is great. The tarrasque is liable to step on the ooze by accident before it comes even close to being in danger but still very fun.
I have a black belt. I have studied more different styles of martial arts than you can shake a stick at. I have also been in situations when I was in fear for my life. These things are not compatible.
It is important that there is no confusion between sparring one person for sport and fighting for your life. When fighting for your life, you have to be 100% aware of your entire environment. You don't know whether, when fighting that one guy who was kind enough to stand in front of you, there's going to be a weapon shot at you from your backside or from the corner of your eye. You don't know if the place you set your foot is going to turn out to be a trap. There's sport and then there is life and death. The total awareness and, yes, fear and anxiety, in a life and death situation doesn't exist in sport. And don't kid yourself, professional solders who don't feel fear and anxiety have short careers. That total awareness and fear and anxiety are absolutely exhausting.
Now, I've never been in war. I've been in life and death situations, but that's nothing compared to war where there is a prolonged effort by people who may be just as smart as you and who want to kill you.
Got a Blackbelt in Tang Soo Doo in 1988. USMC 1st Force Recon Gulf War. The Stress of war is a funny thing, and it affects everyone differently. The one thing I can say about myself, I was fine until I got back to the USA, then I broke down emotionally. I Cried for a long time, I did all the party D***s and Alcohol you can imagine, I did the rave scene, the early Goth scene, just to get past the emotional damage of a few short weeks. The people during Vietnam and the War on Terror, had it worse, and many of them suffer even worse than I did.
Can you ramp up and last all week, sure easy, but you still need sleep, food, and water. Although from that point on you will never sleep heavy again. Change in ambient sounds, light, smell, you are awake instantly. Can someone over exert themselves to accomplish a goal, you have to do that just to get into Force Recon, and pass the training. Much harder than a street fight, or getting a black belt IMO.
That would be precisely my point. Yes.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Which is completely irrelevant to the point about running speed. And is also probably irrelevant to PCs who get into multiple deadly fights per day.
Back to the original point, if you can convince the tarrasque to eat some green slime, it dies, as it has no means of killing green slime and is not immune to acid, while the green slime is. Other types of ooze are a similar threat if swallowed but can probably be regurgitated.
That's actually pretty good: Pick up green slime with telekinesis, cast illusion on it (of a tasty knight in shining armor), wait for Tarrasque to swallow it whole. I suppose it requires more than one caster, but still a neat trick =)
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
A caster casting Major Image as a 6th level spell (no concentration) could pull it off on his own.
Or, a craftsman could just create a dummy and put it in a corral with a bunch of cattle. The Tarrasque is dumb enough to fall for it. You could stll use the TK to hold onto the slime or put the slime in a container resistant to the slime.
1 party with a lvl 1 White Dragonborn Bard, Aarakocra Cleric, Fairy Genie Warlock and Earth Genasi Druid who has a gained the friendship of a Dark Mantle. Dark Mantle to suffocate and Blind the Tarrasque, the party to slowly cantrip it to death.
while an interesting idea... I would look at the Tarrasque stat block. Tarrasque
Pay close attention to the Senses.
Senses Blindsight 120 ft., Passive Perception 10
Also note:
Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.
Also on this note, and to the frustration of many a caster:
Thankfully for a caster they have one "vulnerability" a caster can exploit, well not really a vulnerability, more like a strength that isn't 100% effective.
Legendary Resistance (3/Day). If the tarrasque fails a saving throw, it can choose to succeed instead.
Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects.
Basically you can use "save or s**k" spells to weaken them, only problem is, you'll need them to be cantrip as any big boom save they will use their legendary resistance on, you might be able to burn all 3 quickly but a low level caster only has so many of big booms.
So out of the cantrip list, you have:
thankfully immune to charm is not immune to psychic, else my grey goo wouldn't work either.
So your class choices do work. But Toll the Dead will be the game winner.
You would want them all to be flying races, so the Bard can't be a dragonborn, and the level 1 Druid ... is the weakest link no flight and a d6 cantrip only.
But you have this list of flying options:
Variant Tiefling Winged, Owlin, Fairy, and most famously Aarakocra.
To pull this off, you'll have to do the trick mentioned earlier in this thread, fly 60 feet above the head of the Tarrasque, as they are 50 feet tall, with a 10 foot reach and a 15 foot jump. (Not specified in 5th rules, but easy to figure out in combo with lore and past rules), also hopefully it doesn't throw a tree or boulder at players... because you know if it did that would be devastating. While flying using save vs damage spells you can slowly burn it down, thankfully because 5th removed it's regeneration ability. (Thank god, it was unhinged back in 1st ed, like wolverine levels fast, and could regen it from a single cell)
I would swap out the Druid with an Owlin Ranger with a plus 1 bow, and if allowed for the challenge, one of three rare bows:
Glimmering Moonbow, Starshot Crossbow, or the Dragon Wing Bow
Just on a side note, The Glimmering Moonbow and Dragon Wing are preferred, as the extra properties of the Stashot are useless and only it's unlimited magical ammo has any value.
Sorry just overthinking a bit... carry on.
Earth Genasi who as a bonus action can prevent bludgeoning damage, and as I am a a DM to is currently having a party of level 10s fight a Tarrasque, I'm always thinking of how to thwart this creature.
Not sure how the Earth Genasi is doing that, must be a class option, but that would have very little barring on a Tarrasque.
Tarrasque
5 attacks per turn, 3 legendary actions (During Player Turns).
2: Attacks
Your party must be hard core to handle this fight. Not to say I haven't done this as DM, because I have. Way back in 3.5 I did this to a level 12 party of 2. They won, and then used a wish spell to get a Pokémon version of a Tarrasque. Yes I face palmed because a Greater god was the party sponsor, they used the wish spell while talking on the phone to him. They ended up with a Large Size Reptile that acted like a Dog, that was kind of Tarrasque looking. I think they named him spot.
It only gives resistance, not immunity
Darkmantle can’t attach to a creature larger than medium.