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*Pathfinder & Starfinder
Are encounters too easy?
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<blockquote data-quote="keterys" data-source="post: 5713446" data-attributes="member: 43019"><p>That said, I get a _lot_ more burst attacks at higher level, so it's more frequent that I can hit twice as many people at once. I noticed this in a different way, in terms of devaluing defenders (more bursts, more teleport to avoid shifts), but it's still a factor.</p><p></p><p>The real trick is that the balance level of the game can swing a huge amount at the moment, on both the PCs' and DMs' sides. </p><p>1) Build - is your 6th level druid doing 1d8+6 (10.5), or 1d10+1d8+1d6+13 (26.5), cause I've seen both. Does your epic tiefling save against daze and stun at the start of their turn at +9?</p><p>Similarly, is your DM not updating a monster, or only updating its damage, vs using newer monsters or making their own. Did they pick the monsters that slow, or deal a little ongoing damage, instead of the ones that restrain or daze? Do they have an old solo with no condition/penalty avoidance, or a new one that's only caught for a turn if that. </p><p></p><p>2) Tactics - _Immense_ difference in tactical ability, especially once things start getting messy. I know folks who'll blow a daily "and everyone in 2 gets a basic attack" when only 1 person will get it, or the triggering attack kills the target anyways... and I know people who can mentally track every hp of the monsters on the board and figure out ways to group them all for maximum AE. On the DM side, even beyond simple level of tactics there's a question of commitment. Some DMs are real carebears, just spreading damage around, and others go for the throat and focus everything on the weakest link. This is particularly noteworthy with use combat synergies - like handing out vulnerabilities, or one monster blinds, and another does double damage against blinded enemies.</p><p></p><p>3) Terrain/Features - The mod I just worked on has some interesting terrain at different points, or skill challenge checks that need to happen and it was startling how much of a difference it made per group. Some folks don't cope with getting out of their box (I have to move and make a check? But I need all my actions for my crazy nova!) and take a ton of avoidable damage to environment or allow reinforcements to show up, while others adapt fantastically, often get more benefit out of it than the enemy does.</p></blockquote><p></p>
[QUOTE="keterys, post: 5713446, member: 43019"] That said, I get a _lot_ more burst attacks at higher level, so it's more frequent that I can hit twice as many people at once. I noticed this in a different way, in terms of devaluing defenders (more bursts, more teleport to avoid shifts), but it's still a factor. The real trick is that the balance level of the game can swing a huge amount at the moment, on both the PCs' and DMs' sides. 1) Build - is your 6th level druid doing 1d8+6 (10.5), or 1d10+1d8+1d6+13 (26.5), cause I've seen both. Does your epic tiefling save against daze and stun at the start of their turn at +9? Similarly, is your DM not updating a monster, or only updating its damage, vs using newer monsters or making their own. Did they pick the monsters that slow, or deal a little ongoing damage, instead of the ones that restrain or daze? Do they have an old solo with no condition/penalty avoidance, or a new one that's only caught for a turn if that. 2) Tactics - _Immense_ difference in tactical ability, especially once things start getting messy. I know folks who'll blow a daily "and everyone in 2 gets a basic attack" when only 1 person will get it, or the triggering attack kills the target anyways... and I know people who can mentally track every hp of the monsters on the board and figure out ways to group them all for maximum AE. On the DM side, even beyond simple level of tactics there's a question of commitment. Some DMs are real carebears, just spreading damage around, and others go for the throat and focus everything on the weakest link. This is particularly noteworthy with use combat synergies - like handing out vulnerabilities, or one monster blinds, and another does double damage against blinded enemies. 3) Terrain/Features - The mod I just worked on has some interesting terrain at different points, or skill challenge checks that need to happen and it was startling how much of a difference it made per group. Some folks don't cope with getting out of their box (I have to move and make a check? But I need all my actions for my crazy nova!) and take a ton of avoidable damage to environment or allow reinforcements to show up, while others adapt fantastically, often get more benefit out of it than the enemy does. [/QUOTE]
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