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<blockquote data-quote="Primitive Screwhead" data-source="post: 6884826" data-attributes="member: 20805"><p><strong>Damn Microsoft!</strong> Retyping this post off-line so I don't lose it again when my browser decides to just stop.</p><p></p><p>I have been thinking about the attack vs defense cap issue as I have a game this Friday that is mostly combat.</p><p></p><p>The obvious answer to an artifical cap on the attack is to add an artifical cap on defense.</p><p></p><p>So here is my thought, assign monsters a 'role' that determines how their defenses are capped:</p><p></p><p></p><p>Looking at the Calrow Ruins and applying these caps you would get:</p><p></p><p>Gibberling {4d6} as a Melee monster</p><p>[code]</p><p>Melee: 25 -> 16</p><p>Ranged: 22 -> 12</p><p>Mental: 10 -> 8 {still 10}</p><p>[code]</p><p></p><p>Gibberling Brood Mother {6d6} as Melee monster</p><p>[code]</p><p>Melee: 25 -> 24</p><p>Ranged: 18 -> 18</p><p>Mental: 11 -> 11 {cap of 12}</p><p>[/code]</p><p></p><p>From the Bestiary, the Amazon {6d6} as a Ranged monster:</p><p>[code]</p><p>Melee: 28 -> 18</p><p>Ranged: 23 -> 23</p><p>Mental: 18 -> 12 {cap of 12}</p><p>[/code]</p><p></p><p>and the Arch-Mage {8d6} as a Caster</p><p>[code]</p><p>Melee: 18 -> 16</p><p>Ranged:23 -> 23 {cap of 24}</p><p>Mental: 28 -> 28 {cap of 32}</p><p>[/code]</p><p> - Side note: He is listed with a High Quality Staff but doesn't have a staff weapon skill.</p><p></p><p>Encounter-wise, a starting group of 5th Grade PCs could take on the Arch-Mage.. but would not do well trying magic against him. It looks like you could go 3 or 4 grades up or down and still be viable combat encounters.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6884826, member: 20805"] [b]Damn Microsoft![/b] Retyping this post off-line so I don't lose it again when my browser decides to just stop. I have been thinking about the attack vs defense cap issue as I have a game this Friday that is mostly combat. The obvious answer to an artifical cap on the attack is to add an artifical cap on defense. So here is my thought, assign monsters a 'role' that determines how their defenses are capped: Looking at the Calrow Ruins and applying these caps you would get: Gibberling {4d6} as a Melee monster [code] Melee: 25 -> 16 Ranged: 22 -> 12 Mental: 10 -> 8 {still 10} [code] Gibberling Brood Mother {6d6} as Melee monster [code] Melee: 25 -> 24 Ranged: 18 -> 18 Mental: 11 -> 11 {cap of 12} [/code] From the Bestiary, the Amazon {6d6} as a Ranged monster: [code] Melee: 28 -> 18 Ranged: 23 -> 23 Mental: 18 -> 12 {cap of 12} [/code] and the Arch-Mage {8d6} as a Caster [code] Melee: 18 -> 16 Ranged:23 -> 23 {cap of 24} Mental: 28 -> 28 {cap of 32} [/code] - Side note: He is listed with a High Quality Staff but doesn't have a staff weapon skill. Encounter-wise, a starting group of 5th Grade PCs could take on the Arch-Mage.. but would not do well trying magic against him. It looks like you could go 3 or 4 grades up or down and still be viable combat encounters. [/QUOTE]
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