TarionzCousin
Second Most Angelic Devil Ever
I don't quite get this. Can you give an example?but increase monster damage by 1/2 level +3.
"Math is hard." --Barbie
I don't quite get this. Can you give an example?but increase monster damage by 1/2 level +3.
I don't quite get this. Can you give an example?
"Math is hard." --Barbie
See that Level 8 monster over there? He does (1/2 x 8) + 3 = 7 extra points of damage on every attack. So if his normal damage was 1d10 + 6 then he now does 1d10 +13.
Somebody fixin' to spend some healin' surges!
I really like this idea. Just a couple off weeks ago i had my ever first DM experience. In my story there was an encounter with two cave bears lvl 6 against 4 lvl 4 PC's. At the end of the evening this was the only encounter we played (2,5 - 3 hours!!). The next morning i figured out that it wasn't the higher level of the two bears, because they where hitting the bears, but more the very hight HP value of 170 each.
So the next time i at higher lvl monsters to an encouner i'll check the HP first and then apply your theorie, thx for this.
btw, maybe its better if you at up all HP of the monsters in the encounter. After a couple off fights you begin to notice what is the best cumulative value to play faster encounters.
Thanks, Rel. Barbie and I owe you three XP.You must spread some Experience Points around before giving it to Rel again.
Nobody has anything to say about my skirmish rules suggestion? Nobody?
I'd like some feedback.
I don't mean to be overly negative and can appreciate the work you've put into the concept. But as I stated earlier in the thread, I prefer not adding subsystems to the game if I can help it.
Is there a particular goal you had in mind for your rules beyond reducing the total amount of time it takes to resolve an encounter?