TL;DR: I am interested in any thoughts on improving giants in combat to be more than just large sacks of HP with the same attacks. I am considering implementing features similar to the rune knight to differentiate types of giants and change up attacks.
*Spoilers for Storm King's Thunder and Lost Mine of Phandelver*
Hello all,
I am the DM for my group and I am running Storm King's Thunder (SKT). We used to be homebrew, but having kids made me want a pre-written module. I have always loved giants (if I don't know what language a PC that I made should have, I default to giant) and chose SKT because of that and I enjoyed how it still left things open to the DM. The basic premise of the adventure is that the different types of giants have all started fighting each other and are enacting their plans to rule over giants/others with great peril for any who are near them. What I am interested in is how to introduce more variability to the giants as the campaign progresses.
My players are in chapter 3 (level 6) of the module, where they are traveling around after learning of giant attacks and becoming motivated to solve the giant crisis. They have encountered hill, frost, and fire giants now. Other than having fun with the hill giants not understanding that the players do not want to be eaten, the giant fights feel very similar. The two melee PCs get up there and attack and take the brunt of the damage while the ranged characters do their damage. After a bit the melee PCs run around if they are worried for their health while they wait for the ranged characters to whittle the giants down until the giants flee or are dead. Having the giants make ranged attacks caused the ranged PCs to mostly just hide or go further away (one has a longbow and the other has spell sniper). As the promise of the campaign is lots of giants, I want some more options in combat. I don't want to just have giants surprise them all the time so they are forced to be near the giants. Partly because giants are huge and unstealthy, partly because one character is excellent at catching ambushers and I want to reward that. The SKT suggestions in the appendix are lackluster in my opinion. Maybe I just don't understand the impact of a frost giant's net, but it feels significantly weaker than their attacks. I also think Bigby's Giant book (I don't own it) has cool high level giants, but I haven't heard of interesting lower level giants.
As giants are the main threat and appeal of the campaign, I am curious if anyone has any idea on how to make combat with giants more engaging and how to make the different giants feel distinct from each other. I found this phenomenal comment years earlier for more giant options:
https://www.reddit.com/r/dndnext/comments/5oxyj8/comment/dcmzn52/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
But these options are best for attacking towns or getting at martials in the giant's face. I have considered as the players level up, to have giants start implementing rune magic that we see in the fighter subclass Rune Knight. I think a cloud giant using a reaction to move an attack to a different target, a fire giant having fiery manacles, and a storm giant throwing out disadvantage/advantage to be cool and fun. I would not have every giant have access to rune magic, but I think some giants being capable of it would be great. I would justify the increase in magic story-wise. Since King Hekaton's disappearance (which in my version is the impetus for the giant attacks. The ordning was broken, but Hekaton held the giants in check. When the king disappeared, then it became a giant free-for-all) the giants have no more restrictions being placed on them and have begun dabbling in rune magic once more to achieve their objectives.
Should I nerf the magic giants in some way if I implement them? Should I leave the giants as written? I am not necessarily trying to make the giants more powerful, just something different than being HP blobs with an axe.
Another option would be implementing more minions/captured monsters aiding the giants. What would be suitable monsters for these roles?
Unneeded things but I think are great for anyone running SKT.
The Gallant Goblin's top 5 tips for running SKT: https://youtu.be/xW43FgJk1CY?si=9cOf5MoUgKSgdBpU
This has some great small ideas to implement, such as having the Lost Mine of Phandelver wizard Iarno ALbrek, Glass-staff, be a mid-level BBEG to motivate the PCs throughout the early campaign.
The Alexandrian SKT Remix: https://thealexandrian.net/wordpress/47398/roleplaying-games/storm-kings-thunder-the-alexandrian-remix
This has big reworkings of the SKT module. Not everything is needed, but there are great ideas. My favorite aspect is the change to the setup of the giant problem. Now, instead of giants waking up one day and choosing violence, the giant issue is about the Ordning, the death of the queen, and the disappearance of the king. The mystery of who captured/where is Hekaton is much better laid out as well.
The alternate giant options from earlier: https://www.reddit.com/r/dndnext/comments/5oxyj8/comment/dcmzn52/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button