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*Pathfinder & Starfinder
Essentials has me hyped about D&D again
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<blockquote data-quote="triqui" data-source="post: 5511095" data-attributes="member: 57948"><p>I dont think it's contradictory.</p><p>He limits damage, but the encounters are deadlier. An encounter is not deadly becouse of damage, but becouse of the relation between damage and healing. It's obvious in the comparison betweeen lvl 1 and epic lvl combat: at lvl 1, damage is lower. But as the healing is lower too, you are closer to death than in epic lvl. At epic lvl, damage is higher, and conditions are stronger. But your cleric has such amount of +healing items, feats, powers and features, that he can often get you from dying to full health with a single healing surge (or none), or heal the full party from bloodied to full health.</p><p></p><p>Therefore, you can limit damage, but increase deadliness, if you limit healing more than damage. A 3.5 campaing with high damage and clerics having Heal as a free to use spelllike ability isn't deadlier than a 3.5 campaign with low damge, but clerics not having access to cure spells.</p><p></p><p>The second argument isn't contradictory either. You can increase a monster damage, but have less damage overall. Overall damage is the result of multiplying Damage per Hit and Number of hits. Your monster might do 10 points in average, while his monsters might do 15 in average. However, if you run 4 encounters, and monsters hit 5 times per encounter, thats 4x5x10=200 damage. While he might be doing 2 encounters, and monsters hitting 5 times per encounter, for 2x5x15=150 damage.</p><p></p><p>So that's his point: each of his encounters are deadlier (becouse monster hit harder, and players cant heal that much), but he overall has less damage (and less healing) than you. In your (the conventional) style, danger comes from attrition: low damage per hit, and high healing surges mean nobody is in danger until 4th encounter of the day. In his style, nearly every encounter endanger players. The cost of this, is being able to run less encounters per session.</p><p></p><p>I used to run a urban 4e campaign. Becouse of the sheer amount of time roleplaying, skill challenge and noncombat issues spent, we ussually had only 1 (really hard, ussually lvl +3 or +4) combat encounter per session. It didn work really well (in the combat part), becouse of daily novaing (if everybody knows it's the only daily fight, everybody burns dailies and the combat system becomes flawed). However, Essentials might make it work better, since a lot of Characters dont have daily spells.</p></blockquote><p></p>
[QUOTE="triqui, post: 5511095, member: 57948"] I dont think it's contradictory. He limits damage, but the encounters are deadlier. An encounter is not deadly becouse of damage, but becouse of the relation between damage and healing. It's obvious in the comparison betweeen lvl 1 and epic lvl combat: at lvl 1, damage is lower. But as the healing is lower too, you are closer to death than in epic lvl. At epic lvl, damage is higher, and conditions are stronger. But your cleric has such amount of +healing items, feats, powers and features, that he can often get you from dying to full health with a single healing surge (or none), or heal the full party from bloodied to full health. Therefore, you can limit damage, but increase deadliness, if you limit healing more than damage. A 3.5 campaing with high damage and clerics having Heal as a free to use spelllike ability isn't deadlier than a 3.5 campaign with low damge, but clerics not having access to cure spells. The second argument isn't contradictory either. You can increase a monster damage, but have less damage overall. Overall damage is the result of multiplying Damage per Hit and Number of hits. Your monster might do 10 points in average, while his monsters might do 15 in average. However, if you run 4 encounters, and monsters hit 5 times per encounter, thats 4x5x10=200 damage. While he might be doing 2 encounters, and monsters hitting 5 times per encounter, for 2x5x15=150 damage. So that's his point: each of his encounters are deadlier (becouse monster hit harder, and players cant heal that much), but he overall has less damage (and less healing) than you. In your (the conventional) style, danger comes from attrition: low damage per hit, and high healing surges mean nobody is in danger until 4th encounter of the day. In his style, nearly every encounter endanger players. The cost of this, is being able to run less encounters per session. I used to run a urban 4e campaign. Becouse of the sheer amount of time roleplaying, skill challenge and noncombat issues spent, we ussually had only 1 (really hard, ussually lvl +3 or +4) combat encounter per session. It didn work really well (in the combat part), becouse of daily novaing (if everybody knows it's the only daily fight, everybody burns dailies and the combat system becomes flawed). However, Essentials might make it work better, since a lot of Characters dont have daily spells. [/QUOTE]
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