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<blockquote data-quote="howandwhy99" data-source="post: 6021068" data-attributes="member: 3192"><p>First, PC hit points & Monster damage output are just fine</p><p></p><p>1. Lower PC attack modifiers or raise Monster ACs. The PCs are hitting far too often for 1st level PCs. Something like 65+% (I'd lower attacks to keep the numbers small)</p><p></p><p>2. Lower PC damage output or raise Monster HPs. Just like <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1" target="_blank">#1</a> , but 1st level PCs are 1-hitting 3rd level monsters. (Routinely given the odds in point <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1" target="_blank">#1</a> ) Again, I'd lower PC damage rates.</p><p></p><p>3. Lower PC ACs or raise Monster attack modifiers. The other side of <a href="http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1" target="_blank">#1</a> . The monsters aren't hitting almost ever. Honestly, I'd do both here. Monsters need more than a 35% chance of hitting the standard PC as most players immediately aim for the nonstandard.</p><p></p><p>4. Remove critical hits from the standard game and make them an option. Do you really want to make the game less lethal? Remove these & bonus damage due to powers and such. My monsters went from totally ineffectual for dozens of rolls to 2 crits both with rage damage on 1 PC and killed him in one round. Players should have the option to run after 1 hit against a balanced opponent.</p><p></p><p>My point, it's like the design team really dislikes randomness unlike seeing it as their best friend. As a player? Sure, I'm trying to get rid of it left and right, but as a designer it makes everything 100% easier. Players need to know they can run and should run when the odds aren't in their favor. </p><p></p><p>All of which leads me to the biggest problem currently with the game (and it's not healing). The game is still coming off as 95% combat rules, which was the problem with 4th edition. The almost accidentally designed exploration rules (what used to be the majority of the rules) are hard to find and almost uniformly bad and nonsensical. My advice is to stop making D&D into a combat game and realize that is as much an optional part of the game as any other.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6021068, member: 3192"] First, PC hit points & Monster damage output are just fine 1. Lower PC attack modifiers or raise Monster ACs. The PCs are hitting far too often for 1st level PCs. Something like 65+% (I'd lower attacks to keep the numbers small) 2. Lower PC damage output or raise Monster HPs. Just like [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] , but 1st level PCs are 1-hitting 3rd level monsters. (Routinely given the odds in point [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] ) Again, I'd lower PC damage rates. 3. Lower PC ACs or raise Monster attack modifiers. The other side of [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] . The monsters aren't hitting almost ever. Honestly, I'd do both here. Monsters need more than a 35% chance of hitting the standard PC as most players immediately aim for the nonstandard. 4. Remove critical hits from the standard game and make them an option. Do you really want to make the game less lethal? Remove these & bonus damage due to powers and such. My monsters went from totally ineffectual for dozens of rolls to 2 crits both with rage damage on 1 PC and killed him in one round. Players should have the option to run after 1 hit against a balanced opponent. My point, it's like the design team really dislikes randomness unlike seeing it as their best friend. As a player? Sure, I'm trying to get rid of it left and right, but as a designer it makes everything 100% easier. Players need to know they can run and should run when the odds aren't in their favor. All of which leads me to the biggest problem currently with the game (and it's not healing). The game is still coming off as 95% combat rules, which was the problem with 4th edition. The almost accidentally designed exploration rules (what used to be the majority of the rules) are hard to find and almost uniformly bad and nonsensical. My advice is to stop making D&D into a combat game and realize that is as much an optional part of the game as any other. [/QUOTE]
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