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Are Multiattacks a Problem?
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<blockquote data-quote="Nyronus" data-source="post: 5641136" data-attributes="member: 93419"><p>Fair enough, which is why, if you read my first post you noted I suggested that if we wanted to make more options viable MONSTER HP NEEDED TO DROP, THEN MULTI-ATTACKS NERFED. When I say not broken, I mean they aren't over powered within the context of the game. Which is what everyone else is saying. Not that some people might find something wrong with the set-up. I suppose I could have been clearer.</p><p></p><p>[MENTION=66049]Psikus[/MENTION]: If I am reading your thread correctly, you ran a party against an equal level encounter twice, what should have been a relatively easy fight, and at least one character is down 40% of their surges. Furthermore, those surge percentage numbers are a little misleading. Almost all of these characters had higher than average healing surge numbers. You have three CON heavy characters, and the other two took durable. I understand why: you most likely had no other feats to take given the parameters of the test, but, still, those percentages are somewhat skewed, and despite that, you still showed a non-trivial reasource expediture on two <em>easy</em> encounters, at least for one character. This is why I said the test ignored the full context of the adventuring day. The fact that the party already has someone down to 40% surge lost tells me that this team might have a hard time getting through an additional L+2, L+3, and L+4 fight. Not garrunteed TPK hard time, but I think they'll be on the ropes by the end of it. This set-up is a not unreasonable adventure day. In all honesty it would be an even truer test if you did a level +5 at the end of it, say against Lolth, or Ogermooch with Backup. The system is meant to handle that type of conflict, or else we wouldn't have a whole series of Level 35 Solo-obviously-campaign-final-boss-monsters. Granted, if you did a sixth fight I would give them the resources they lost in the first test back. Five seems like a good number.</p></blockquote><p></p>
[QUOTE="Nyronus, post: 5641136, member: 93419"] Fair enough, which is why, if you read my first post you noted I suggested that if we wanted to make more options viable MONSTER HP NEEDED TO DROP, THEN MULTI-ATTACKS NERFED. When I say not broken, I mean they aren't over powered within the context of the game. Which is what everyone else is saying. Not that some people might find something wrong with the set-up. I suppose I could have been clearer. [MENTION=66049]Psikus[/MENTION]: If I am reading your thread correctly, you ran a party against an equal level encounter twice, what should have been a relatively easy fight, and at least one character is down 40% of their surges. Furthermore, those surge percentage numbers are a little misleading. Almost all of these characters had higher than average healing surge numbers. You have three CON heavy characters, and the other two took durable. I understand why: you most likely had no other feats to take given the parameters of the test, but, still, those percentages are somewhat skewed, and despite that, you still showed a non-trivial reasource expediture on two [I]easy[/I] encounters, at least for one character. This is why I said the test ignored the full context of the adventuring day. The fact that the party already has someone down to 40% surge lost tells me that this team might have a hard time getting through an additional L+2, L+3, and L+4 fight. Not garrunteed TPK hard time, but I think they'll be on the ropes by the end of it. This set-up is a not unreasonable adventure day. In all honesty it would be an even truer test if you did a level +5 at the end of it, say against Lolth, or Ogermooch with Backup. The system is meant to handle that type of conflict, or else we wouldn't have a whole series of Level 35 Solo-obviously-campaign-final-boss-monsters. Granted, if you did a sixth fight I would give them the resources they lost in the first test back. Five seems like a good number. [/QUOTE]
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