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Damage in this Packet is Totally Out of Control
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<blockquote data-quote="Falling Icicle" data-source="post: 6063274" data-attributes="member: 17077"><p>My biggest concern with the new playtest packet is the ridiciulous damage inflation. </p><p></p><p>High level fighters do [W] + Str mod. + 6d6 + 20 damage. That's over 50 damage on average! This is beyond insane. Even Asmodeus, the archdevil, does about 14-20 damage with his spells and attacks, and he's one of the mightiest beings in the universe! (He does also have that stupid autokill if you have less than 150 hp thing, but I'll complain about that another time). And since Asmodeus has "only" 250 hp, the fighter can single-handedly kill him with 5 regular attacks, on average.</p><p></p><p>And it's not just fighters. While magic user damage is pitiful compared to martial characters in general, there are some notable exceptions. Meteor Swarm, if I read this right, shoots 4 meteors that each deal 12d6 damage. Thats 48d6 damage in total, double the damage it dealt in 3rd edition! Fireball, on the other hand, deals only 11d6 when cast as a 9th level spell. Meteor swarm deals enough damage to one-shot all but the mightiest creatures (and if the wizard really wants to, he can use maximize spell to one-shot ANYTHING in the Monster Manual that's not immune or resistant to fire and bludgeoning damage, guaranteed!)</p><p></p><p>I realise they think of martial damage dice and bonuses as a replacement for BAB and iterative attacks, but this is just ridiculous. They have such a great thing going with bounded accuracy in Next. Sadly, they've ruined it by replacing high to hit bonuses and extra attacks with insane damage and hp bloat. Why not apply the same principle behind bounded accuracy to damage and hp as well? Nothing makes a game feel more video-gamey and ruins immersion to me more than damage and hp bloat.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6063274, member: 17077"] My biggest concern with the new playtest packet is the ridiciulous damage inflation. High level fighters do [W] + Str mod. + 6d6 + 20 damage. That's over 50 damage on average! This is beyond insane. Even Asmodeus, the archdevil, does about 14-20 damage with his spells and attacks, and he's one of the mightiest beings in the universe! (He does also have that stupid autokill if you have less than 150 hp thing, but I'll complain about that another time). And since Asmodeus has "only" 250 hp, the fighter can single-handedly kill him with 5 regular attacks, on average. And it's not just fighters. While magic user damage is pitiful compared to martial characters in general, there are some notable exceptions. Meteor Swarm, if I read this right, shoots 4 meteors that each deal 12d6 damage. Thats 48d6 damage in total, double the damage it dealt in 3rd edition! Fireball, on the other hand, deals only 11d6 when cast as a 9th level spell. Meteor swarm deals enough damage to one-shot all but the mightiest creatures (and if the wizard really wants to, he can use maximize spell to one-shot ANYTHING in the Monster Manual that's not immune or resistant to fire and bludgeoning damage, guaranteed!) I realise they think of martial damage dice and bonuses as a replacement for BAB and iterative attacks, but this is just ridiculous. They have such a great thing going with bounded accuracy in Next. Sadly, they've ruined it by replacing high to hit bonuses and extra attacks with insane damage and hp bloat. Why not apply the same principle behind bounded accuracy to damage and hp as well? Nothing makes a game feel more video-gamey and ruins immersion to me more than damage and hp bloat. [/QUOTE]
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