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General Tabletop Discussion
*Dungeons & Dragons
5e: the demystification of monsters?
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<blockquote data-quote="Stormonu" data-source="post: 6028734" data-attributes="member: 52734"><p>Slobo, those changes you tested - was that an ogre against one fighter or a mixed party of 5?</p><p></p><p>48 hp "feels" right - the HP in the first playtest seemed too high. </p><p></p><p>I do kinda wish they would come down on damage for 1st level PCs. Have the fighter do something like [W] + d4 (possibly even removing Str mod from the equasion*), and the cleric doing [W] or d6 (if spell), the rogue doing [W] (and sneak attack not kicking in until 2nd level) and the wizard doing d4, d6 or d8, based on the severity of the spell being used. That should reduce the amount of hp monsters need, and flatten the damage curve somewhat like the other math flattening they have done.</p><p></p><p>* This would be a somewhat radical change, but I'd like to see them drop the Str mod to melee damage, dex mod to ranged damage and int/wis mod to spell damage. Keep the modifiers to hit, but not to damage. And perhaps put a "Strength Minimum" on certain weapons if you don't want to see Str 6 fighters wielding two-handed swords or the like for some reason. Adding the ability mods could be an option or module for more "heroic"/deadly combat.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6028734, member: 52734"] Slobo, those changes you tested - was that an ogre against one fighter or a mixed party of 5? 48 hp "feels" right - the HP in the first playtest seemed too high. I do kinda wish they would come down on damage for 1st level PCs. Have the fighter do something like [W] + d4 (possibly even removing Str mod from the equasion*), and the cleric doing [W] or d6 (if spell), the rogue doing [W] (and sneak attack not kicking in until 2nd level) and the wizard doing d4, d6 or d8, based on the severity of the spell being used. That should reduce the amount of hp monsters need, and flatten the damage curve somewhat like the other math flattening they have done. * This would be a somewhat radical change, but I'd like to see them drop the Str mod to melee damage, dex mod to ranged damage and int/wis mod to spell damage. Keep the modifiers to hit, but not to damage. And perhaps put a "Strength Minimum" on certain weapons if you don't want to see Str 6 fighters wielding two-handed swords or the like for some reason. Adding the ability mods could be an option or module for more "heroic"/deadly combat. [/QUOTE]
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