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Greataxe, greatsword, and a little math
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<blockquote data-quote="Kobold Boots" data-source="post: 7384231" data-attributes="member: 92239"><p>That's all well and good, but a few things need to be kept in mind.</p><p></p><p>1. My reply has more to do with the problem and not your specific needs. So pulling your publication desire out of mid-air during a conversation about a solution that was never intended to meet DM Guild requrements, isn't going to help much.</p><p></p><p>2. Any significant change to any math in any system requires the entire system to be rebalanced, not just the one house rule. You'll note that my solution makes references to weapon properties, feats and damage die. That means that in order for me to implement the solution:</p><p></p><p>a. I'm re-writing the entire combat system, rebalancing character classes to account for the new feat to proficiency system. </p><p>b. Likely putting in saving throws for instant-death scenarios (so there's a way to kill without running through HP because those are abstract measures of total defense).</p><p>c. Then doing about a month of playtest sessions at minimum to make sure that monster math still makes sense and it's playable. </p><p></p><p>Playable = the majority of results falling into an acceptable range of values when compared against required success at each tier to move the game forward. If players can't expect to succeed at a minimum of 60% of the time against level appropriate challenges it's broken. Ideal is about 70% of the time, but this is really dependent on the flavor of the game. </p><p></p><p>This is something I'm willing to do because I'm good at math and can build computer programs to do that playtesting for me. Most folks don't have that kind of time.</p><p></p><p>Be well</p><p>KB</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7384231, member: 92239"] That's all well and good, but a few things need to be kept in mind. 1. My reply has more to do with the problem and not your specific needs. So pulling your publication desire out of mid-air during a conversation about a solution that was never intended to meet DM Guild requrements, isn't going to help much. 2. Any significant change to any math in any system requires the entire system to be rebalanced, not just the one house rule. You'll note that my solution makes references to weapon properties, feats and damage die. That means that in order for me to implement the solution: a. I'm re-writing the entire combat system, rebalancing character classes to account for the new feat to proficiency system. b. Likely putting in saving throws for instant-death scenarios (so there's a way to kill without running through HP because those are abstract measures of total defense). c. Then doing about a month of playtest sessions at minimum to make sure that monster math still makes sense and it's playable. Playable = the majority of results falling into an acceptable range of values when compared against required success at each tier to move the game forward. If players can't expect to succeed at a minimum of 60% of the time against level appropriate challenges it's broken. Ideal is about 70% of the time, but this is really dependent on the flavor of the game. This is something I'm willing to do because I'm good at math and can build computer programs to do that playtesting for me. Most folks don't have that kind of time. Be well KB [/QUOTE]
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Greataxe, greatsword, and a little math
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