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3.5 was edition I played the most. It was a reason why I quit RPGs for nearly a decade because I hated it so much.

Every time I see another meme about how amazing 3.5 Tarrasque is, I remmember how amogn actual 3.5 players Tarrasque was the biggest joke. It was always brought up as definite proof designers have no idea how to make good monster. It was laughably easy to beat. A wizard could casually solo it, the same abilities people now miss in 3.5 amounted to ribbons. It was a laughingstock, forums had 100+ pages discussions how to fix it and general consensus was it';s beyond saving. It was first proof in 3.5 if you cannot use magic you're only good to roll over and die.

I honestly don't know if everyone claiming 3.5 Tarrasque is such a horrifying monster are trying to rewrite history or unintentionally proving what a broken, unplayable pile of garbage 3.5 was, if it's biggest punching bag is actually dangerous in a different, better designed game.

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[-] eerongal@ttrpg.network 24 points 3 months ago

i can also confirm that the tarrasque was pretty universally clowned on for being easy in 3.5e. That discussion is basically what drove the whole "town built around the tarrasque" idea on the wizard forums and enworld. That said, it's probably not as bad as the 5e tarrasque by comparison

[-] MouseKeyboard@ttrpg.network 7 points 3 months ago

the whole “town built around the tarrasque” idea

The what?

[-] UnderpantsWeevil@lemmy.world 11 points 3 months ago* (last edited 3 months ago)

http://www.saltinwoundssetting.com/2015/04/salt-in-wounds-overview-origin.html?m=1

A campaign setting about a LE township whose economy is predicated on harvesting the perpetually regenerating form of the Tarrasque. The town is divided into districts based on the massive magical spears that have pinned the creature to the soil. And there's a ton of intrigue surrounding the various political families that are charged with maintaining - and periodically adjusting - those magical spears in order to keep the beast constrained, as well as the different religious, arcane, and druidic factions who have wildly different takes on if/how this process is to continue.

A very cool setpiece and one of the more exciting ways to describe how industrious adventurers might deal with this kind of creature.

[-] Stamau123@lemmy.world 5 points 3 months ago* (last edited 3 months ago)

I remember I Kickstarted this. The author realized he couldn't finish and just released everything he had done so far.

Edit: here it is https://drive.google.com/drive/folders/1kD7kYL-lOhwEW7-BLWU92B4WB2h1K6gH

[-] UnderpantsWeevil@lemmy.world 4 points 3 months ago
[-] ProfessorOwl_PhD@hexbear.net 8 points 3 months ago

You know how the tarrasque constantly regenerates? Well what if you harvested it for meat?

[-] eerongal@ttrpg.network 8 points 3 months ago

in 3e, the tarrasque had regeneration, and couldnt die from negative HP. So the idea of building a town that "farmed" an unconscious tarrasque for its meat/bones/whatever was a popular thought experiment for a setting back in the day. IIRC there was also someone who took the idea and published it as an actual book at some point too (which honestly felt kinda scummy to me, since it was basically a big community project/collaboration)

[-] Archpawn@lemmy.world 3 points 3 months ago

I've been thinking it would be cool to have a campaign set after the town has gotten smaller. You go on your first mission to fight a cave full of kobolds or some such, there's an earthquake that blocks the exist, and you have to fight through it and escape before later tremors cause it to cave in. It's fairly standard, until you leave, and find out what was causing the tremors. At some point decades or even centuries ago, the rate they dealt damage to the tarrasque dropped below the rate it regenerates. Then it spent all that time slowly losing the nonlethal damage, until finally it was enough to regain consciousness. The city is left in ruins, and now the nations of the world have to deal with the tarrasque acting like a roving natural disaster. Maybe at the end, you have a choice to rebuild Salt in the Wound and get that source of alchemical supplies back, or kill it for good as the only way to be sure this never happens again.

this post was submitted on 12 Aug 2024
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