pdoconnell
First Post
I think the important thing I've seen (only done it in three sessions, so four combats give or take) is that the damage range can be somewhat unpredictable. A player who takes a couple bad hits can be extremely knocked around, and can find themselves in very precarious positions if they're less than 10hp before that hit. It becomes EXTREMELY dangerous in any combat with a creature that can give ongoing damage. Speaking of which, don't adjust ongoing damage. Even ongoing 5 is scary, ongoing 10 is scary but still reasonable, but ongoing 15 is devastating. Maybe it isn't at epic, but I don't know if there's enough hp still to make it ok.
Party is 13th level with a Warlord, Cleric, Sorcerer, Paladin, and Warlock. If a striker gets picked on by a brute or more than one other monster, they get messed up quick. Last encounter the Warlock was hovering around 5hp every round after the first, survived but still very scary for her and that was with at least one leader focusing healing on her every round. Any action-removing power where a character can't move (stunned, dazed, immobilized) is potentially lethal. In this particular combat, they were fighting 4 Ash Remnants and immobilization keeping them locked down, and they would be in fear of being mobbed. I have a feeling ghouls would kill one of them.
Combat threat does depend on the monsters. I'm playing at level 13 right now, and based on looking at hp scaling, if a creature is going up on average 4-5hp or so every level, every 5 levels it'll add a round of combat which pretty dangerous at first glance. Creatures 3+ levels above a party are dangerous originally, in this version they are exceedingly difficult. I haven't done the actual math on these things, since I really don't have the time, but just looking at it.
Party is 13th level with a Warlord, Cleric, Sorcerer, Paladin, and Warlock. If a striker gets picked on by a brute or more than one other monster, they get messed up quick. Last encounter the Warlock was hovering around 5hp every round after the first, survived but still very scary for her and that was with at least one leader focusing healing on her every round. Any action-removing power where a character can't move (stunned, dazed, immobilized) is potentially lethal. In this particular combat, they were fighting 4 Ash Remnants and immobilization keeping them locked down, and they would be in fear of being mobbed. I have a feeling ghouls would kill one of them.
Combat threat does depend on the monsters. I'm playing at level 13 right now, and based on looking at hp scaling, if a creature is going up on average 4-5hp or so every level, every 5 levels it'll add a round of combat which pretty dangerous at first glance. Creatures 3+ levels above a party are dangerous originally, in this version they are exceedingly difficult. I haven't done the actual math on these things, since I really don't have the time, but just looking at it.