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<blockquote data-quote="Archus" data-source="post: 4608967" data-attributes="member: 25334"><p>There was a thread here, rpg.net, and/or wizards forums that discussed the designers suggesting halving hit points of monsters at gencon. I've been doing just that and it seems to be working pretty well. The actual sweet spot seems to be between a 25-50% reduction in monster hit points plus liberal use of minions (I love minions).</p><p></p><p>Hero hit points I've left just as is because otherwise they would have to stop for an extended rest much sooner. They still feel in danger and combats don't drag. I believe that reducing player hit points would annoy most of them - halving the monster hp made my players feel better because the kobolds no longer had more hit points than they did.</p><p></p><p>I don't think if you half hit points of PCs that minions would be worth double the xp - minions are worth less xp for many reasons (1hp, no encounter/recharge abilities, etc. they are just mobile damage dealing hazardous terrain).</p><p></p><p>I haven't tried max damage and double damage on a crit. It would speed things up by reducing the number of rolls and calculations. Not sure how it would play out at my table - do my players like the thrill of rolling damage or do they hate when they roll min (several of my players have the worst luck with dice). I'll have to look at some discussions on this to see how the extra damage from strikers and magic weapons (on a crit) is handled.</p></blockquote><p></p>
[QUOTE="Archus, post: 4608967, member: 25334"] There was a thread here, rpg.net, and/or wizards forums that discussed the designers suggesting halving hit points of monsters at gencon. I've been doing just that and it seems to be working pretty well. The actual sweet spot seems to be between a 25-50% reduction in monster hit points plus liberal use of minions (I love minions). Hero hit points I've left just as is because otherwise they would have to stop for an extended rest much sooner. They still feel in danger and combats don't drag. I believe that reducing player hit points would annoy most of them - halving the monster hp made my players feel better because the kobolds no longer had more hit points than they did. I don't think if you half hit points of PCs that minions would be worth double the xp - minions are worth less xp for many reasons (1hp, no encounter/recharge abilities, etc. they are just mobile damage dealing hazardous terrain). I haven't tried max damage and double damage on a crit. It would speed things up by reducing the number of rolls and calculations. Not sure how it would play out at my table - do my players like the thrill of rolling damage or do they hate when they roll min (several of my players have the worst luck with dice). I'll have to look at some discussions on this to see how the extra damage from strikers and magic weapons (on a crit) is handled. [/QUOTE]
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