lostingeneral
First Post
As the title implies, I'm currently using a system in my game where the monsters have 75% of their given health, and in exchange do extra damage equal to half of their level. I absolutely love this change - battles are more deadly, more exciting, and overall, more quick. The grind was already starting to set in before I put this in place, and now things are buzzing along smoothly.
But an issue has come up regarding ongoing damage. Until now, I haven't been adding the 1/2 level bonus to ongoing damage, but the party is coming up on a fight with a solo that sort of relies on this kind of damage - almost all of its attacks do somewhat underwhelming damage on their own, but give ongoing. The solo has a lot of health, so cutting it back by 25% has had a pretty big impact on its survivability. I wonder if it might not be so bad now to add the bonus (which would be +4 for this particular monster) to bring the 5 ongoing damage up to 9.
Would this work? Or would I basically be sentencing my players to death in the long run, particularly as we enter paragon tier and beyond?
But an issue has come up regarding ongoing damage. Until now, I haven't been adding the 1/2 level bonus to ongoing damage, but the party is coming up on a fight with a solo that sort of relies on this kind of damage - almost all of its attacks do somewhat underwhelming damage on their own, but give ongoing. The solo has a lot of health, so cutting it back by 25% has had a pretty big impact on its survivability. I wonder if it might not be so bad now to add the bonus (which would be +4 for this particular monster) to bring the 5 ongoing damage up to 9.
Would this work? Or would I basically be sentencing my players to death in the long run, particularly as we enter paragon tier and beyond?