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General Tabletop Discussion
*Pathfinder & Starfinder
N monsters of level X vs N characters of level X
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<blockquote data-quote="Jer" data-source="post: 3736642" data-attributes="member: 19857"><p>Actually, I'm hoping it's somewhere in the realm of the former - if I'm throwing 4 5th level monsters at my 4 5th level characters, I actually would like it to be somewhere in the 50-50 range that the players are going to win. Especially if the resource management of "per day" abilities is going to have a smaller impact on the meta-gaming of each encounter -- if I don't have to worry about throwing encounters that "use up 25% of the party's resouces" and instead I can worry about making every encounter into one where they're sweating I'd be a very, very happy guy. (I do this right now in 3e, but all it does is make my players go into "fight-camp-fight" mode as they use up their resources in the first battle and barricade themselves in a room to refresh resources. I can't blame them for doing it, but combat is soooo boring if I balance encounters by the book and we only get to play once a month now - who has time for boring?)</p><p></p><p></p><p></p><p>There is a note over on the on Matthew Sernett's blog in the gleemax forums that might be relevant:</p><p></p><p></p><p></p><p>No specifics on how this is going to work yet, but there's at least an indication that adding class levels is going to remain an option to making tougher monsters.</p><p></p><p>I hope that if they're going to be defining monsters by their "roles" in combat that they come up with a good mechanism for determining the "monster level" when you add "class levels" to it. Right now, the CR mechanism has a hack in it that lets you adjust CR differently for character classes that synergize well with a monster's role (like adding fighter levels to an ogre) compared to classes that synergize poorly (like adding sorcerer levels to an ogre). I hope they carry something like that over into the new game - adding fighter levels to a monster with a "brute" role should bump up the "monster level" more than if you throw some wizard levels on the same brute.</p></blockquote><p></p>
[QUOTE="Jer, post: 3736642, member: 19857"] Actually, I'm hoping it's somewhere in the realm of the former - if I'm throwing 4 5th level monsters at my 4 5th level characters, I actually would like it to be somewhere in the 50-50 range that the players are going to win. Especially if the resource management of "per day" abilities is going to have a smaller impact on the meta-gaming of each encounter -- if I don't have to worry about throwing encounters that "use up 25% of the party's resouces" and instead I can worry about making every encounter into one where they're sweating I'd be a very, very happy guy. (I do this right now in 3e, but all it does is make my players go into "fight-camp-fight" mode as they use up their resources in the first battle and barricade themselves in a room to refresh resources. I can't blame them for doing it, but combat is soooo boring if I balance encounters by the book and we only get to play once a month now - who has time for boring?) There is a note over on the on Matthew Sernett's blog in the gleemax forums that might be relevant: No specifics on how this is going to work yet, but there's at least an indication that adding class levels is going to remain an option to making tougher monsters. I hope that if they're going to be defining monsters by their "roles" in combat that they come up with a good mechanism for determining the "monster level" when you add "class levels" to it. Right now, the CR mechanism has a hack in it that lets you adjust CR differently for character classes that synergize well with a monster's role (like adding fighter levels to an ogre) compared to classes that synergize poorly (like adding sorcerer levels to an ogre). I hope they carry something like that over into the new game - adding fighter levels to a monster with a "brute" role should bump up the "monster level" more than if you throw some wizard levels on the same brute. [/QUOTE]
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