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Suggestions on modifying 5e to give characters more bonuses
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<blockquote data-quote="pming" data-source="post: 6596712" data-attributes="member: 45197"><p>Hiya</p><p></p><p></p><p></p><p>For me, I've found that using the average damage listed in monsters attacks and whatnot is really making a big difference in player perceived character power. At level 1, with 8 to 12hp typical for my group, that kobold doing 4 points of damage a hit is pretty deadly. Now that they just hit level 3 and have between 20 and maybe 40 for the Goliath Barbarian, that 4 points per hit makes them feel a LOT more powerful. Each level they saw their characters 'power toughness' increase with both abilities/spells, but mostly HP increase. Maybe try using average damage for a while for monsters to see if this works for your group.</p><p></p><p>Also, as a side note, I've been noticing the players are working even more with each other than in previous D&D incarnations over the last decade or two. I'm not sure what it is, but I think it is actually <em>because</em> each class doesn't "get something every level". They see that the Cleric just got level 2 spells, and she cast Protectino from Evil/Good on the Barbarian so he could stand toe-to-toe with a 'swamp god' (think 40' diameter gibbering mouther with a mass of feelers, legs and stalked organs; HD9 with *9* attacks per round at +6th for 3 damage with effect of being Restrained). With this tactic and the Bard backing everyone up and doing what he could, they managed to actually slay the horror. Now, when we were playing PF, each player would have been focused on using their characters vast array of 'special stuff' to enhance their own character. This was proven time and time again as we played PF for a year or two (off and on); if a character gets more stuff every level, they will use said stuff more and more on themselves so as to "not waste it" on someone else who wouldn't get some particular synergistic "build benefit". With 5e, like what we have when we play 1e or Dark Dungeons, the players work together a LOT more.</p><p></p><p>My suggestion, other than the average hp thing, would also be to go the other way; don't <em>increase</em> the PC's powers and whatnot... <em>decrease</em> the effectiveness/capabilities of the NPC's/Monsters. Once you start down the dark path of giving power-creep to your players, forever will it dominate your game. Trust me. Much easier to give a little bonus/edge every now and then on a case by case basis than to give it carte blanche and try and claw it back from your players...they will <em>not</em> be happy in the later case (quite the opposite in the former).</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6596712, member: 45197"] Hiya For me, I've found that using the average damage listed in monsters attacks and whatnot is really making a big difference in player perceived character power. At level 1, with 8 to 12hp typical for my group, that kobold doing 4 points of damage a hit is pretty deadly. Now that they just hit level 3 and have between 20 and maybe 40 for the Goliath Barbarian, that 4 points per hit makes them feel a LOT more powerful. Each level they saw their characters 'power toughness' increase with both abilities/spells, but mostly HP increase. Maybe try using average damage for a while for monsters to see if this works for your group. Also, as a side note, I've been noticing the players are working even more with each other than in previous D&D incarnations over the last decade or two. I'm not sure what it is, but I think it is actually [I]because[/I] each class doesn't "get something every level". They see that the Cleric just got level 2 spells, and she cast Protectino from Evil/Good on the Barbarian so he could stand toe-to-toe with a 'swamp god' (think 40' diameter gibbering mouther with a mass of feelers, legs and stalked organs; HD9 with *9* attacks per round at +6th for 3 damage with effect of being Restrained). With this tactic and the Bard backing everyone up and doing what he could, they managed to actually slay the horror. Now, when we were playing PF, each player would have been focused on using their characters vast array of 'special stuff' to enhance their own character. This was proven time and time again as we played PF for a year or two (off and on); if a character gets more stuff every level, they will use said stuff more and more on themselves so as to "not waste it" on someone else who wouldn't get some particular synergistic "build benefit". With 5e, like what we have when we play 1e or Dark Dungeons, the players work together a LOT more. My suggestion, other than the average hp thing, would also be to go the other way; don't [I]increase[/I] the PC's powers and whatnot... [I]decrease[/I] the effectiveness/capabilities of the NPC's/Monsters. Once you start down the dark path of giving power-creep to your players, forever will it dominate your game. Trust me. Much easier to give a little bonus/edge every now and then on a case by case basis than to give it carte blanche and try and claw it back from your players...they will [I]not[/I] be happy in the later case (quite the opposite in the former). ^_^ Paul L. Ming [/QUOTE]
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