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<blockquote data-quote="Celtavian" data-source="post: 5104551" data-attributes="member: 5834"><p>What we've done to bring the fighter and +20 BAB classes down to earth a bit is reduced crit damage. Now we only multiply base weapon damage rather than everything. Crit damage was getting way out of hand where even one lucky crit was an encounter ender. </p><p></p><p>If the reduction in crit damage makes encounters more challenging, maybe the Dm can build encounters around the rogue BAB rather than the BAB of the fighter. +20 BAB classes do alot of damage now. Our barbarian was averaging +21 damage a hit with her axe and +63 +3d10. The archer is averaging +15 damage a hit and +45 damage +3d8 with arrow crits. The paladin with a one handed weapon was averaging +19 to +27 a hit and +38 to +54 with a crit. All of them too improved crit. The rogue is using daggers and averaging 1d4+5 damage a hit and 2d4+10 with a crit. He does shine when he can sneak attack, but even a simple <em>blur</em> spell eliminates sneak attack.</p><p></p><p>The archer has been the biggest problem. Attacking for that much damage from range while melees are attacking frontline has been hard to deal with. When they're all hasted, it's a pain train of damage. We had to lower it somehow, so we adjusted crit damage since it is what seemed to be derailing our encounters.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 5104551, member: 5834"] What we've done to bring the fighter and +20 BAB classes down to earth a bit is reduced crit damage. Now we only multiply base weapon damage rather than everything. Crit damage was getting way out of hand where even one lucky crit was an encounter ender. If the reduction in crit damage makes encounters more challenging, maybe the Dm can build encounters around the rogue BAB rather than the BAB of the fighter. +20 BAB classes do alot of damage now. Our barbarian was averaging +21 damage a hit with her axe and +63 +3d10. The archer is averaging +15 damage a hit and +45 damage +3d8 with arrow crits. The paladin with a one handed weapon was averaging +19 to +27 a hit and +38 to +54 with a crit. All of them too improved crit. The rogue is using daggers and averaging 1d4+5 damage a hit and 2d4+10 with a crit. He does shine when he can sneak attack, but even a simple [i]blur[/i] spell eliminates sneak attack. The archer has been the biggest problem. Attacking for that much damage from range while melees are attacking frontline has been hard to deal with. When they're all hasted, it's a pain train of damage. We had to lower it somehow, so we adjusted crit damage since it is what seemed to be derailing our encounters. [/QUOTE]
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