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<blockquote data-quote="Stormonu" data-source="post: 6036199" data-attributes="member: 52734"><p>Yeah, it definately has drawbacks if your not into a variant of the AEDU system, but it does make for super-easy characters (esp. wizard blaster).</p><p></p><p>Clerical healing might be one of those things that reduces the dice pool, or perhaps puts anything over certain level not feasible to cast during battle.</p><p></p><p>If this could be worked to allow for counterspelling, that'd be awesome.</p><p></p><p>I've made a test spreadsheet where I've been fiddling with how much dice each class gets at each level, but I can't attach it from where I'm at right now. Will do as soon as I can.</p><p></p><p>For now, I'll say the test numbers look like:</p><p></p><p>1st level: Fighter 1d6*, Wizard 2d4, Rogue 1d6*, Cleric 1d6, ave 27 dam/rnd</p><p>5th level: Fighter 3d6*, Wizard 4d4, Rogue 3d6*, Cleric 2d8, ave 49 dam/rnd</p><p>10th level: Fighter 5d8*, Wizard 6d6, Rogue 5d6*, Cleric 5d6, ave 82 dam/rnd</p><p></p><p></p><p>* Note the character will also get weapon dice (and ability mods) if applying towards damage.</p><p></p><p>That means, if you want an "average" straight-up fight that lasts about five rounds, you'd need a group of monsters whose total hit points at each of the three levels of:</p><p></p><p>1st: total 135 hp of monsters (4 monsters w/ ~35 hp)</p><p>5th: total 245 hp of monsters (4 monsters w/ ~61 hp)</p><p>10th: total of 410 hp of monsters (4 monsters w/ ~102 hp)</p><p></p><p>Don't know about ya'll, but that does seem a bit high to me.</p><p>Hmmm...may need to tweak the fighter down to d6s at 10th.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6036199, member: 52734"] Yeah, it definately has drawbacks if your not into a variant of the AEDU system, but it does make for super-easy characters (esp. wizard blaster). Clerical healing might be one of those things that reduces the dice pool, or perhaps puts anything over certain level not feasible to cast during battle. If this could be worked to allow for counterspelling, that'd be awesome. I've made a test spreadsheet where I've been fiddling with how much dice each class gets at each level, but I can't attach it from where I'm at right now. Will do as soon as I can. For now, I'll say the test numbers look like: 1st level: Fighter 1d6*, Wizard 2d4, Rogue 1d6*, Cleric 1d6, ave 27 dam/rnd 5th level: Fighter 3d6*, Wizard 4d4, Rogue 3d6*, Cleric 2d8, ave 49 dam/rnd 10th level: Fighter 5d8*, Wizard 6d6, Rogue 5d6*, Cleric 5d6, ave 82 dam/rnd * Note the character will also get weapon dice (and ability mods) if applying towards damage. That means, if you want an "average" straight-up fight that lasts about five rounds, you'd need a group of monsters whose total hit points at each of the three levels of: 1st: total 135 hp of monsters (4 monsters w/ ~35 hp) 5th: total 245 hp of monsters (4 monsters w/ ~61 hp) 10th: total of 410 hp of monsters (4 monsters w/ ~102 hp) Don't know about ya'll, but that does seem a bit high to me. Hmmm...may need to tweak the fighter down to d6s at 10th. [/QUOTE]
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