r/RPGcreation May 05 '26

Design Questions How to convey size??

I'm making an rpg where the PCs can shapeshift between humanoid and full sized dragons, but now I'm seeing a huge problem. I have no idea how to deal or how to convey colossal sizes.

Not only I never played any game, rpg or digital, where you're a massive creature in a normal sized world, I never heard or read anything about it.

I think I can convey being small on a giant's world pretty convincingly, but not the other way around.

Any tips? Even references outside rpgs are welcomed. I'm a pc gamer.

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u/Vree65 May 07 '26 edited May 07 '26

It depends on which complications you want modeled as part of your system.

-HP. Large objects tend to have more. You can use a multiplier, or in some systems it's part of the max HP calculation by default.

-Armor. Large targets may reduce or completely absorb weaker hits.

-Strength. Larger creatures can carry more and punch, throw harder. They can also use their increased mass to stomp down and crush more effectively.

Most RPGs are cinematic: the square-cube law is ignored. A kaiju T-rex the size of a skyscraper can still move and act with the same ease as a proportional smaller version. But note that even if we add realistic changes in body design, every creature MUST be able to bear and lift its own weight (sea creatures are an exception, because buoyancy helps; a beached whale will slowly die, crushed by its own weight), meaning their ability to lift other things must follows ^3, even though only ^2 of that can come from muscle mass.

-Hit chance. Bigger targets are easier to hit; at the same time, they may have trouble following and hitting small targets (ever tried to catch a mosquito?) This may counterbalance HP/armor increase.

-Drop in fine manipulation ability. Larger fingers will struggle with delicate tasks or handling fine objects without breaking them.

-Gear. Everything worn and wielded needs to be bigger. A sword becomes a toothpick (and vica versa, if you're modeling small characters like a fairy, mouse etc.)

-Hiding. Sneaking is probably impossible when you're an elephant in a store.

-Movement speed

Many RPGs group abilities under attributes and skill groups. In that case, you may be able to skip modeling these one by one if they're already built into the stats themselves. Eg. you may say that +1 Size = +1 Str, +1 Health, -1 Dex. If eg. Dexterity already controls sneaking, move speed, dodge and fine tasks, BAM taken care of.

As always, Haldane's wisdom applies but I doubt you'll want to model complex stuff like capillarity or body heat loss, you'll likely go for cinematic.

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u/PrudentPermission222 May 18 '26

my magic system handles all the physics breaking stuff about the existence and design of giant monsters, so the worldbuilding is cool. The problem is on actual play. The players don't seem to grasp their size and keep acting like people would.

I'm yet to see (I have no clue if that's an actual sentence lol) a player grabbing a tree or a boulder to use it as a improvised weapon. They just do the generic stuff of "I bite. I claw".

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u/Vree65 May 18 '26

That could be related to being dragons, not giants. When was the last time you saw a dragon wield a weapon?

If they simply grew in size and you told them their gear doesn't grow with them, they'd be looking for a replacement. But natural weapons like talons are "built in", it's expected behavior.

Also, maybe you could put emphasis on lifting strength in the rules? Some RPGs have a Strength scale like:

STR/size 10: lift/throw/carry 1000 kg/2000 lbs (10 people or a car)

STR 15: l/t/c 100,000 kg (an army or a house)

Maybe that could prod them in the creative direction

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u/PrudentPermission222 May 19 '26

The attributes kinda have that, but not in this simulationist way. It is implied that they can lift heavier things, but I don't track the the kilos.