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*Pathfinder & Starfinder
Doing away with "Bigger Fish" problem.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5818324" data-attributes="member: 54877"><p>I like Kid Snide's analysis, and prefer the previously suggested ideas that attack bonuses scale relatively slowly (but some) while hit points and damage scale faster. That's for basic attack/defense.</p><p> </p><p>Another way that would help, is to more stringently model something that D&D has haphazardly done all along: Give higher level creatures more ways besides attacks/defense or simple combat mobility to reflect their greater power and skill. Due to skills, special abilities, etc. an army of orcs will have a very difficult time pinning down, say, a 10th level fighter. Sure, once they do, they'll gradually wear him down. Give that fighter some good battlefield mobility, to escape in the first place. And then he has the skills to hide, or outdistance pursuit, or any number of such things. Or he has magic items that help. </p><p> </p><p>Not that every character or creature has to be able to do this. Maybe an old sage is just an old man when it comes to getting away. But at least think about all the common characters and situations, and provide options in the game that help them evade signficantly less powerful foes, more or less at will (at least for a time). Then structure these things such that they don't work all that well against equal or greater level challenges.</p><p> </p><p>That latter part is the tricky one, as you have to provide most creatures ways of nullifying the lower-level options. A low-level mage can <em>expeditious retreat</em> his way out of kobolds or goblins easily. Yet, if he tries that same thing with a troll, it will buy him a bit of time, but not solve the issue permanently.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5818324, member: 54877"] I like Kid Snide's analysis, and prefer the previously suggested ideas that attack bonuses scale relatively slowly (but some) while hit points and damage scale faster. That's for basic attack/defense. Another way that would help, is to more stringently model something that D&D has haphazardly done all along: Give higher level creatures more ways besides attacks/defense or simple combat mobility to reflect their greater power and skill. Due to skills, special abilities, etc. an army of orcs will have a very difficult time pinning down, say, a 10th level fighter. Sure, once they do, they'll gradually wear him down. Give that fighter some good battlefield mobility, to escape in the first place. And then he has the skills to hide, or outdistance pursuit, or any number of such things. Or he has magic items that help. Not that every character or creature has to be able to do this. Maybe an old sage is just an old man when it comes to getting away. But at least think about all the common characters and situations, and provide options in the game that help them evade signficantly less powerful foes, more or less at will (at least for a time). Then structure these things such that they don't work all that well against equal or greater level challenges. That latter part is the tricky one, as you have to provide most creatures ways of nullifying the lower-level options. A low-level mage can [I]expeditious retreat[/I] his way out of kobolds or goblins easily. Yet, if he tries that same thing with a troll, it will buy him a bit of time, but not solve the issue permanently. [/QUOTE]
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Doing away with "Bigger Fish" problem.
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