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Damage in this Packet is Totally Out of Control
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<blockquote data-quote="Sadrik" data-source="post: 6064528" data-attributes="member: 14506"><p>I completely agree with many of the points in this thread. I would like to point out that damage does need to scale for all classes. but the damage should scale at a rate where HP are more significant I high level. Example, currently the fighter overkills many 1st level monsters, so if he fights something he more than one shots it. High level minion type monsters should take several rounds of fighting... for a monster. The game has to feel different at that level. I think reigning in damage and HP is extremely important. I do not want to see an exponential curve. A gradual slope is much more important. This allows for more variability in encounter design too. If a monster is two levels higher than the PCs I dont want a massive slog because the characters do not do enough damage and I dont want triviality if they are two levels lower. Like I have said before damage and HPs are the most important feature of the game, and getting it right will give the feel of game during play. </p><p></p><p>For my own opinion, I think damage is out of wack. The more you scale damage up the more you have to tweak monsters to be able to handle it. I would like the whole extra damage dice thing to go away and for them to go back to bonus attacks. That seems to encapsulate a lot of the things that most players want to be taken into account, great axe vs knife, high strength vs weak... etc. For me it also allows better two weapon fighting... I think they have already chosen this path though so it is stuck and ingrained in the system...</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6064528, member: 14506"] I completely agree with many of the points in this thread. I would like to point out that damage does need to scale for all classes. but the damage should scale at a rate where HP are more significant I high level. Example, currently the fighter overkills many 1st level monsters, so if he fights something he more than one shots it. High level minion type monsters should take several rounds of fighting... for a monster. The game has to feel different at that level. I think reigning in damage and HP is extremely important. I do not want to see an exponential curve. A gradual slope is much more important. This allows for more variability in encounter design too. If a monster is two levels higher than the PCs I dont want a massive slog because the characters do not do enough damage and I dont want triviality if they are two levels lower. Like I have said before damage and HPs are the most important feature of the game, and getting it right will give the feel of game during play. For my own opinion, I think damage is out of wack. The more you scale damage up the more you have to tweak monsters to be able to handle it. I would like the whole extra damage dice thing to go away and for them to go back to bonus attacks. That seems to encapsulate a lot of the things that most players want to be taken into account, great axe vs knife, high strength vs weak... etc. For me it also allows better two weapon fighting... I think they have already chosen this path though so it is stuck and ingrained in the system... [/QUOTE]
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