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Damage in this Packet is Totally Out of Control
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<blockquote data-quote="Stormonu" data-source="post: 6064010" data-attributes="member: 52734"><p>Perhaps this is being looked at from the wrong angle. </p><p></p><p>I think some folks are trying to scale damage at the same rate as HP acquisition, and I think its misguided - we'll simple see the number treadmill shift from the front end to the back end.</p><p></p><p>If PCs are going to expect gaining HP every level, then I think damage should scale, if at all, at a much slower rate. This gives the PCs increasing staying power over more encounters - and I think it was the scale 1E/2E/3E was built on. </p><p></p><p>In turn, monsters might have much lower HP - they don't need to survive over multiple scenes/encounters and you don't want to end up with grindy fights.</p><p></p><p>This does create the issue however, that PCs may seem invulerable - at higher levels you would HAVE to send them through more encounters before you can see a risk to their life and well-being because of the up-front plot armor they have. Of course, this could be mitigated by setting aside some of the hit points/hit dice with something like 4E's surges, so you have endurance over the long run.</p><p></p><p>In the end, We're seeing scaling damages because old wizard spells scaled on damage and we don't want to leave the martial characters out on this go around. Maybe its time for high scaling spell damage to go away and just use spell levels to limit what you can do, not neccessarily how much you can do.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6064010, member: 52734"] Perhaps this is being looked at from the wrong angle. I think some folks are trying to scale damage at the same rate as HP acquisition, and I think its misguided - we'll simple see the number treadmill shift from the front end to the back end. If PCs are going to expect gaining HP every level, then I think damage should scale, if at all, at a much slower rate. This gives the PCs increasing staying power over more encounters - and I think it was the scale 1E/2E/3E was built on. In turn, monsters might have much lower HP - they don't need to survive over multiple scenes/encounters and you don't want to end up with grindy fights. This does create the issue however, that PCs may seem invulerable - at higher levels you would HAVE to send them through more encounters before you can see a risk to their life and well-being because of the up-front plot armor they have. Of course, this could be mitigated by setting aside some of the hit points/hit dice with something like 4E's surges, so you have endurance over the long run. In the end, We're seeing scaling damages because old wizard spells scaled on damage and we don't want to leave the martial characters out on this go around. Maybe its time for high scaling spell damage to go away and just use spell levels to limit what you can do, not neccessarily how much you can do. [/QUOTE]
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