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*Pathfinder & Starfinder
DM wanting to compensate for hight stats..
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<blockquote data-quote="FreeXenon" data-source="post: 5165568" data-attributes="member: 6228"><p><strong>@Mkill: B</strong>rutal. =O</p><p></p><p>Thanks so far... hmmmm... it seems consensus is not to treat them as a level higher. OK I will start with just treating their party as being one larger then they are. </p><p></p><p><strong>Encounters:</strong> I really like to have fairly intense fights, and yea, I do not cater to the 15 adventuring day. 4E characters are so much more durable and have much more lower level power (at wills/encounters) available to them than in previous editions. </p><p></p><p>I am first thinking of driving them pretty hard on their first day of adventuring so that they can have a good feel for their capabilities and how long they can go. Give them an early encounter or 2 that they will want to spend their dailies on and then have a few not as tough encounters that they can use their encounters/at-wills on</p><p></p><p><strong>Healing:</strong> I am thinking of having a bit more of their treasure being healing oriented, or perhaps having a healer companion character go with so they have a little more healing, but I am not sure how I feel about that. With a boat load of Defenders they may not really need it because they will have the AC and HP to last. Their Second Winds, and 1 Encounter and Daily heal will allow them to last, although healing through the day will take longer with only the second wind available.</p><p></p><p><strong>PC Builds:</strong> I totally agree on the suboptimality of the Hybrid builds. As mentioned, their stats may help to compensate for that. </p><p></p><p>The PC's are remakes of our favorite 2E characters of auld, so yea, their build can seem kind of strange. Capturing the right feel required some hybrid/multiclass craziness but we feel that these combo's accurately captured the spirit of the previous incarnation of the character.</p></blockquote><p></p>
[QUOTE="FreeXenon, post: 5165568, member: 6228"] [B]@Mkill: B[/B]rutal. =O Thanks so far... hmmmm... it seems consensus is not to treat them as a level higher. OK I will start with just treating their party as being one larger then they are. [B]Encounters:[/B] I really like to have fairly intense fights, and yea, I do not cater to the 15 adventuring day. 4E characters are so much more durable and have much more lower level power (at wills/encounters) available to them than in previous editions. I am first thinking of driving them pretty hard on their first day of adventuring so that they can have a good feel for their capabilities and how long they can go. Give them an early encounter or 2 that they will want to spend their dailies on and then have a few not as tough encounters that they can use their encounters/at-wills on [B]Healing:[/B] I am thinking of having a bit more of their treasure being healing oriented, or perhaps having a healer companion character go with so they have a little more healing, but I am not sure how I feel about that. With a boat load of Defenders they may not really need it because they will have the AC and HP to last. Their Second Winds, and 1 Encounter and Daily heal will allow them to last, although healing through the day will take longer with only the second wind available. [B]PC Builds:[/B] I totally agree on the suboptimality of the Hybrid builds. As mentioned, their stats may help to compensate for that. The PC's are remakes of our favorite 2E characters of auld, so yea, their build can seem kind of strange. Capturing the right feel required some hybrid/multiclass craziness but we feel that these combo's accurately captured the spirit of the previous incarnation of the character. [/QUOTE]
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DM wanting to compensate for hight stats..
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