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<blockquote data-quote="slobo777" data-source="post: 6011929" data-attributes="member: 6694877"><p>Feedback in some other threads does give the impression that the dial is set to "easy" at the moment.</p><p></p><p>I'm not sure I could say, even if this was close to testing a realistic party. The dwarves all have "Survivor" speciality, which makes them difficult to kill, even at 1st level. </p><p></p><p>I tried with hobgoblins getting a massive +20 to hit (i.e. always hit, except on a 1). Even "timid" dwarves, who give up once they have spent their first hit die, managed to complete an adventuring day successfully 66% of the time, and the "foolhardy" dwarves managed 94% success / 6% TPK against auto-hitting hobgoblins. I think that just goes to show the game is a complex beast, even just looking at very basic play.</p><p></p><p>What I'm hoping to achieve in the medium term is a <em>baseline </em>measure of the rules as written, with a simple core party versus all possible "adventure days". That would be something to measure alterations to rules, monsters and class features against.</p><p></p><p>I think so far what I'm discovering is that D&D core game is far more robust against some individual "balance issues" than I would have thought. I mean, I can just give hobgoblins +18 to hit and the game still functions! Not convinced human players would be happy to face them, though . . . <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p></blockquote><p></p>
[QUOTE="slobo777, post: 6011929, member: 6694877"] Feedback in some other threads does give the impression that the dial is set to "easy" at the moment. I'm not sure I could say, even if this was close to testing a realistic party. The dwarves all have "Survivor" speciality, which makes them difficult to kill, even at 1st level. I tried with hobgoblins getting a massive +20 to hit (i.e. always hit, except on a 1). Even "timid" dwarves, who give up once they have spent their first hit die, managed to complete an adventuring day successfully 66% of the time, and the "foolhardy" dwarves managed 94% success / 6% TPK against auto-hitting hobgoblins. I think that just goes to show the game is a complex beast, even just looking at very basic play. What I'm hoping to achieve in the medium term is a [I]baseline [/I]measure of the rules as written, with a simple core party versus all possible "adventure days". That would be something to measure alterations to rules, monsters and class features against. I think so far what I'm discovering is that D&D core game is far more robust against some individual "balance issues" than I would have thought. I mean, I can just give hobgoblins +18 to hit and the game still functions! Not convinced human players would be happy to face them, though . . . :hmm: [/QUOTE]
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