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GOD RULES: Player's Guide (5e) Previews/Discussion
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<blockquote data-quote="Just Passing Through" data-source="post: 9824844" data-attributes="member: 7025960"><p>After some more testing I have a few more things to say about your system.</p><p></p><p>First just what on earth is up with nezhas damage?</p><p></p><p>dpr check</p><p>Actions: 2 attacks +sneak attack +wall of fire. Dpr 275+134 =409</p><p></p><p>And then we add in the reactions. Assuming max reactions</p><p></p><p>Unbloodied is 409+108 =517</p><p></p><p>Bloodied is 409+360 =769</p><p></p><p>But there is more</p><p></p><p>Mythic mode</p><p>Actions: dpr 312+165+268 =745</p><p></p><p>Unbloodied is 745+108=853</p><p></p><p>Bloodied is 745+720 =1,465</p><p></p><p>And even more</p><p></p><p>Realm = 288 extra every other round (lair) divided over three rounds for for calculation is 192 per round</p><p></p><p>Actions : 679 +192 =871</p><p></p><p>Unbloodied is 871+107 =978</p><p></p><p>Bloodied is 871 + 674=1,545</p><p></p><p>Mythic actions 1257</p><p></p><p>Bloodied mythic is 1257 + 1248=2,505 dpr</p><p></p><p></p><p></p><p>The dragon for comparison</p><p></p><p>Crush 64 per round</p><p></p><p>Breath 348+64=412 dpr including burning</p><p></p><p>Round 2 multi 291+64=355 with max damage claws</p><p></p><p>Round 3 multi 262+64 =326</p><p></p><p>Reactions unbloodied 216 extra</p><p></p><p>Bloodied 312 extra</p><p></p><p>For a total average dpr of 628</p><p></p><p>I get that you want fights to be dangerous, but a guiding principle of 5e design is that monsters should be doing about 1/3rd of their max hp in damage in order to facilitate combat lasting for 3 rounds. Nezha does enough damage to kill himself in a single round, multiple times over in extreme circumstances.</p><p></p><p>I like dangerous fights, I don’t like nuclear tag where the entire battle comes down to the initiative roll. And I am concerned that the extreme damage boost you have given to martials is going to lead to that. Not only in the base damage boost, but also the critical hit boosting you have talked about and have shown with both nezha and thor, where they do so much crit damage that it is pretty much instant death for anyone lower level.</p><p></p><p>I am also concerned about how casters will fare in your system. Everything of cr 16 or above having legendary resistance immediately renders a lot of a casters toolkit virtually useless. Speaking from my own experience everything having legendary resistance makes playing a caster very painful. And with all deities getting wish to duplicate utility spells, much of casters strengths are given to non casters as well. This is not inherently a bad thing, it eases a lot of pain points and allows for more interesting encounters as everyone now has some more tools to deal with a variety of situations. But it does leave me with the question of what casters will get out of your system.</p><p></p><p>Having tested it further, I am sticking to my initial assessment of damage thresholds. I am still not a fan of the mechanic, and will probably house rule it away or change how it works.</p><p></p><p>Speaking of house rules, for creatures with a mythic form I have taken to saving their bloodied legendary reactions for their mythic form, but allowing them full access to them throughout the entirety of their mythic phase. So basically normal form=first four reactions. Mythic form =last two open up. This was because I found them loosing access to their big legendary actions once they turned mythic and regained all hp hurt the feeling of momentum and danger.</p><p></p><p>On another note, spell breaker from thors stat block is really really weird as a bonus action. It should probably be a once per round reaction.</p><p></p><p>I do not mean to discourage you by writing this, far from it. I am a huge fan of epic gameplay, and I think that many of the design choices you have made (like everyone getting save proficiencies) are perfect for the system. Also I really like that thors punches and slaps send people flying on a crit, though if it were up to me I would make them knock people flying on a regular hit as well, just for the cinematic effect if nothing else.</p></blockquote><p></p>
[QUOTE="Just Passing Through, post: 9824844, member: 7025960"] After some more testing I have a few more things to say about your system. First just what on earth is up with nezhas damage? dpr check Actions: 2 attacks +sneak attack +wall of fire. Dpr 275+134 =409 And then we add in the reactions. Assuming max reactions Unbloodied is 409+108 =517 Bloodied is 409+360 =769 But there is more Mythic mode Actions: dpr 312+165+268 =745 Unbloodied is 745+108=853 Bloodied is 745+720 =1,465 And even more Realm = 288 extra every other round (lair) divided over three rounds for for calculation is 192 per round Actions : 679 +192 =871 Unbloodied is 871+107 =978 Bloodied is 871 + 674=1,545 Mythic actions 1257 Bloodied mythic is 1257 + 1248=2,505 dpr The dragon for comparison Crush 64 per round Breath 348+64=412 dpr including burning Round 2 multi 291+64=355 with max damage claws Round 3 multi 262+64 =326 Reactions unbloodied 216 extra Bloodied 312 extra For a total average dpr of 628 I get that you want fights to be dangerous, but a guiding principle of 5e design is that monsters should be doing about 1/3rd of their max hp in damage in order to facilitate combat lasting for 3 rounds. Nezha does enough damage to kill himself in a single round, multiple times over in extreme circumstances. I like dangerous fights, I don’t like nuclear tag where the entire battle comes down to the initiative roll. And I am concerned that the extreme damage boost you have given to martials is going to lead to that. Not only in the base damage boost, but also the critical hit boosting you have talked about and have shown with both nezha and thor, where they do so much crit damage that it is pretty much instant death for anyone lower level. I am also concerned about how casters will fare in your system. Everything of cr 16 or above having legendary resistance immediately renders a lot of a casters toolkit virtually useless. Speaking from my own experience everything having legendary resistance makes playing a caster very painful. And with all deities getting wish to duplicate utility spells, much of casters strengths are given to non casters as well. This is not inherently a bad thing, it eases a lot of pain points and allows for more interesting encounters as everyone now has some more tools to deal with a variety of situations. But it does leave me with the question of what casters will get out of your system. Having tested it further, I am sticking to my initial assessment of damage thresholds. I am still not a fan of the mechanic, and will probably house rule it away or change how it works. Speaking of house rules, for creatures with a mythic form I have taken to saving their bloodied legendary reactions for their mythic form, but allowing them full access to them throughout the entirety of their mythic phase. So basically normal form=first four reactions. Mythic form =last two open up. This was because I found them loosing access to their big legendary actions once they turned mythic and regained all hp hurt the feeling of momentum and danger. On another note, spell breaker from thors stat block is really really weird as a bonus action. It should probably be a once per round reaction. I do not mean to discourage you by writing this, far from it. I am a huge fan of epic gameplay, and I think that many of the design choices you have made (like everyone getting save proficiencies) are perfect for the system. Also I really like that thors punches and slaps send people flying on a crit, though if it were up to me I would make them knock people flying on a regular hit as well, just for the cinematic effect if nothing else. [/QUOTE]
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