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General Tabletop Discussion
*Pathfinder & Starfinder
Combat Superiority and Damage/HP bloat
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<blockquote data-quote="slobster" data-source="post: 6000689" data-attributes="member: 6693711"><p>You don't want high level fights to turn into boring slogs, though. IMO the point of hp scaling is so that you can scale damage as well. Then you get a sense of accomplishment when you go back and those bugbears that were a real threat at first level fall like wheat before a scythe.</p><p></p><p>You still can, and almost certainly will, have high level fights that feel different from low level ones. That comes about because of more options; you may kill an average tough mook in two hits at first level, and in two hits at high level as well. But at high levels the enemies are more likely to have exotic defenses, meaning that you have to outsmart or outmaneuver those to put them down. You will also have more disruptive abilities; at low levels your options boil down essentially to "whack it till it dies to death". At high levels you might be able to cast a death spell at it, or trick it into running off a cliff with illusions, or strike the very earth beneath it and open up a yawning chasm.</p><p></p><p>I support high levels feeling substantially different than low ones, but I don't want it to boil down to "low levels are fast paced and tense", and "high levels are long slogs through tons of hp".</p></blockquote><p></p>
[QUOTE="slobster, post: 6000689, member: 6693711"] You don't want high level fights to turn into boring slogs, though. IMO the point of hp scaling is so that you can scale damage as well. Then you get a sense of accomplishment when you go back and those bugbears that were a real threat at first level fall like wheat before a scythe. You still can, and almost certainly will, have high level fights that feel different from low level ones. That comes about because of more options; you may kill an average tough mook in two hits at first level, and in two hits at high level as well. But at high levels the enemies are more likely to have exotic defenses, meaning that you have to outsmart or outmaneuver those to put them down. You will also have more disruptive abilities; at low levels your options boil down essentially to "whack it till it dies to death". At high levels you might be able to cast a death spell at it, or trick it into running off a cliff with illusions, or strike the very earth beneath it and open up a yawning chasm. I support high levels feeling substantially different than low ones, but I don't want it to boil down to "low levels are fast paced and tense", and "high levels are long slogs through tons of hp". [/QUOTE]
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