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<blockquote data-quote="Sadrik" data-source="post: 4663547" data-attributes="member: 14506"><p>Going the bonus route may be a better approach. The +1/2 level to damage was the first house rule we experimented with in our 4e game. The problem with it was we were low enough level where you did not feel the effects of it. Low level is also where you will experience the most grind. So we began looking for more additions. </p><p></p><p>tidbit-</p><p>A nice thing about increasing damage flatly across all characters and creatures is that it increases the effectiveness of the low damage classes disproportionately to the high damage classes - wizard I am looking at you.</p><p></p><p>Anyway, we later came up with +1d6 per tier, and this would seem to work but I have not played it yet. We switched to another system at that point. </p><p></p><p>I also saw a +3 damage per tier house rule that essentially gets rid of the 1d6 die roll for a more flat damage. This could work too. </p><p></p><p>They just don't feel like enough. When I start my game I think I am going to er on the side of overkill and then ease back rather than the other way around. I want combats to be short. I could have 6+ players and I want them to be fast. Half HP may be the answer but I can always pull back.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 4663547, member: 14506"] Going the bonus route may be a better approach. The +1/2 level to damage was the first house rule we experimented with in our 4e game. The problem with it was we were low enough level where you did not feel the effects of it. Low level is also where you will experience the most grind. So we began looking for more additions. tidbit- A nice thing about increasing damage flatly across all characters and creatures is that it increases the effectiveness of the low damage classes disproportionately to the high damage classes - wizard I am looking at you. Anyway, we later came up with +1d6 per tier, and this would seem to work but I have not played it yet. We switched to another system at that point. I also saw a +3 damage per tier house rule that essentially gets rid of the 1d6 die roll for a more flat damage. This could work too. They just don't feel like enough. When I start my game I think I am going to er on the side of overkill and then ease back rather than the other way around. I want combats to be short. I could have 6+ players and I want them to be fast. Half HP may be the answer but I can always pull back. [/QUOTE]
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