Final Attack
First Post
[maybe should be in general - move if needed]
I've run two adventures with two very different results. It has left me feeling that PCs have too much HP ... at least at lvls 1-3.
The first game I ran we only added our con modifiers.
We played a 4 player game - escape from sembria.
It was tough and the party really pulled out all the stops to defeat the enemy.
They had to stop earlier and rest after the second encounter. Party members went down and one resulted in dying.
I note that the encounters in escape from Sembria are difficult.
The second game I ran we realised our mistake and added our con scores.
We played a 6 player game - DMGs Kobold hall (I know what your thinking)
With 6 players it was going to be easier. I scaled slightly probably not enough.
However Kobold flat out are almost trivial for the amount of HP a regular party member has.
A party member went down but that was due to ganging up drakes and even that wasn't a big deal.
The issue I saw here was Damage possible Vs. amount of Hit points available. Our 2-weapon ranger was a bottomless well of hit points, the defender was able to negate many hits with his AC.
With a Kobold doing 1d6+3 damage (average 6.5 damage) they needed to hit a 30 HP PC ~ 5 times to drop him. This assumes that he does hit. With healing surges and heals it makes it very difficult for the DM (me) to make the party feel like they are in danger.
Maybe its just Kobold Hall, but the party going from escape from sembria where some damage delt at about 13~14 damage on HP ~ 20-25, to Kobold hall where damage of about 5 is delt on HP ~30-35. It felt trivial/Safe.
KEY: If the PCs are ineffectual it makes for a very very long battle with little threat. *yawn*
Suggestions: to include more BRUTE style warriors? I feel PCs have a lot of comfortable breathing room with their HP, too much.
I've run two adventures with two very different results. It has left me feeling that PCs have too much HP ... at least at lvls 1-3.
The first game I ran we only added our con modifiers.
We played a 4 player game - escape from sembria.
It was tough and the party really pulled out all the stops to defeat the enemy.
They had to stop earlier and rest after the second encounter. Party members went down and one resulted in dying.
I note that the encounters in escape from Sembria are difficult.
The second game I ran we realised our mistake and added our con scores.
We played a 6 player game - DMGs Kobold hall (I know what your thinking)
With 6 players it was going to be easier. I scaled slightly probably not enough.
However Kobold flat out are almost trivial for the amount of HP a regular party member has.
A party member went down but that was due to ganging up drakes and even that wasn't a big deal.
The issue I saw here was Damage possible Vs. amount of Hit points available. Our 2-weapon ranger was a bottomless well of hit points, the defender was able to negate many hits with his AC.
With a Kobold doing 1d6+3 damage (average 6.5 damage) they needed to hit a 30 HP PC ~ 5 times to drop him. This assumes that he does hit. With healing surges and heals it makes it very difficult for the DM (me) to make the party feel like they are in danger.
Maybe its just Kobold Hall, but the party going from escape from sembria where some damage delt at about 13~14 damage on HP ~ 20-25, to Kobold hall where damage of about 5 is delt on HP ~30-35. It felt trivial/Safe.
KEY: If the PCs are ineffectual it makes for a very very long battle with little threat. *yawn*
Suggestions: to include more BRUTE style warriors? I feel PCs have a lot of comfortable breathing room with their HP, too much.
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