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Adventuring at a different size scale?
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<blockquote data-quote="Bladesong" data-source="post: 4446398" data-attributes="member: 20800"><p>If everything changes in scale then do nothing...i.e. if everything on a planet is tiny just run everything as normal, but feet is centimeters or millimeters. </p><p>If on the other hand you are saying that for instance only the party has been reduced the "easiest" way to simulate this is by letting the characters do everything as normal (i.e. damage, movement, etc.) but you as DM convert it.</p><p>By way of example: if the party is 1/10th normal size, their damage dealt is only 10% of normal. What this means is if a fighter rolls a hit and says he does 15 points of damage, he really only does 1 point of damage to the "hulking kobold". If the wizard says he does 31 points of damage with his fireball spell, he really does only 3 points. In any case they should never do less than 1 hp of damage. Now if you want to be accurate, the party's opponents would do 10 times more damage so if the same "giant kobald" rolled 2 points of damage, you would say it does 20 (I would only do this with physical damage, spells should remain the same). All you would really need to take into account would be bonus/penalties to hit due to size and you would have to wing that a bit...a 3 foot tall kobald would be "huge" or larger to a 6 inch tall character. So the kobold would do a bunch of damage if he hit, but he would be -8 or worse to hit in the first place so it balances out.</p><p>It is even easier if you do not change the damage output of the now larger creatures.</p><p>Reducing the damage done by characters is really the only change I would make...that way you do not have to change the stats of their opponents.</p><p>Don't worry too much about movement the characters will almost always be in the same square as their opponent and they would never be able to outrun them, so they will be looking for places to hide more than anything.</p></blockquote><p></p>
[QUOTE="Bladesong, post: 4446398, member: 20800"] If everything changes in scale then do nothing...i.e. if everything on a planet is tiny just run everything as normal, but feet is centimeters or millimeters. If on the other hand you are saying that for instance only the party has been reduced the "easiest" way to simulate this is by letting the characters do everything as normal (i.e. damage, movement, etc.) but you as DM convert it. By way of example: if the party is 1/10th normal size, their damage dealt is only 10% of normal. What this means is if a fighter rolls a hit and says he does 15 points of damage, he really only does 1 point of damage to the "hulking kobold". If the wizard says he does 31 points of damage with his fireball spell, he really does only 3 points. In any case they should never do less than 1 hp of damage. Now if you want to be accurate, the party's opponents would do 10 times more damage so if the same "giant kobald" rolled 2 points of damage, you would say it does 20 (I would only do this with physical damage, spells should remain the same). All you would really need to take into account would be bonus/penalties to hit due to size and you would have to wing that a bit...a 3 foot tall kobald would be "huge" or larger to a 6 inch tall character. So the kobold would do a bunch of damage if he hit, but he would be -8 or worse to hit in the first place so it balances out. It is even easier if you do not change the damage output of the now larger creatures. Reducing the damage done by characters is really the only change I would make...that way you do not have to change the stats of their opponents. Don't worry too much about movement the characters will almost always be in the same square as their opponent and they would never be able to outrun them, so they will be looking for places to hide more than anything. [/QUOTE]
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