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<blockquote data-quote="Jacob Lewis" data-source="post: 8575114" data-attributes="member: 6667921"><p>I've actually playtested it. The combat rounds were significantly reduced, and the players generally enjoyed having good tactics rewarded. But it still requires more work, however, as there are things in the system that will need to be adjusted. So that is just a first step. </p><p></p><p>2d20 could also work, but there's some differences that would need to be addressed. For instance, rolling 'doubles' would be a lot harder to hit and thus less frequent. Any other variations of dice pools just gets too far away from the base line and creates more issues.</p><p></p><p>Try not to focus too much on probabilities (unless you're <em>really </em>good at it). I'd look at more general guideline for expectations. </p><p></p><p>For example, a party of five level one characters should be able to land hit every round for about 10 points of damage, or 50 total. (I'm just making these up for easier illustration). Also, you should account for encounter powers, which typically do twice the damage. So at first level, every character has at least one of these to account for 20 extra damage each in an encounter, or 100 total. </p><p></p><p>If your average encounter is five level 1 monsters, how long do you think an average encounter should last? Let's say 5 rounds if the party uses only basic and at-wills only. So the party should be able to drop 1 monster each round. So the average (standard) monster should have about 50 hps. But we expect players to use encounter powers, which will make things go quicker and reduce combat to about 3-4 rounds. Maybe even 2. These are good numbers IMO.</p><p></p><p>The thing to remember is this is just a base line projection of an <em>average </em>encounter. Harder ones will take a little longer, and easier ones will be even quicker. If you use the math and follow the guidelines as written, everything should theoretically fall into place. The math works. Don't exert more pressure to control everything. Let it flow.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 8575114, member: 6667921"] I've actually playtested it. The combat rounds were significantly reduced, and the players generally enjoyed having good tactics rewarded. But it still requires more work, however, as there are things in the system that will need to be adjusted. So that is just a first step. 2d20 could also work, but there's some differences that would need to be addressed. For instance, rolling 'doubles' would be a lot harder to hit and thus less frequent. Any other variations of dice pools just gets too far away from the base line and creates more issues. Try not to focus too much on probabilities (unless you're [I]really [/I]good at it). I'd look at more general guideline for expectations. For example, a party of five level one characters should be able to land hit every round for about 10 points of damage, or 50 total. (I'm just making these up for easier illustration). Also, you should account for encounter powers, which typically do twice the damage. So at first level, every character has at least one of these to account for 20 extra damage each in an encounter, or 100 total. If your average encounter is five level 1 monsters, how long do you think an average encounter should last? Let's say 5 rounds if the party uses only basic and at-wills only. So the party should be able to drop 1 monster each round. So the average (standard) monster should have about 50 hps. But we expect players to use encounter powers, which will make things go quicker and reduce combat to about 3-4 rounds. Maybe even 2. These are good numbers IMO. The thing to remember is this is just a base line projection of an [I]average [/I]encounter. Harder ones will take a little longer, and easier ones will be even quicker. If you use the math and follow the guidelines as written, everything should theoretically fall into place. The math works. Don't exert more pressure to control everything. Let it flow. [/QUOTE]
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