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General Tabletop Discussion
*Pathfinder & Starfinder
High HP feel a little too high?
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<blockquote data-quote="Bluewyrm" data-source="post: 4373887" data-attributes="member: 72122"><p><strong>They can run long, or they can run short...</strong></p><p></p><p>Depending on how many Dailies the players have already used that day.</p><p> </p><p>We can all pretty much look at the numbers and see that our "at-will" damage won't stack nearly as quickly as the enemies HP (or even the players' HP). But I feel what many people are failing to include in their calculations is the players' Dailies and Encounters. As players go up in level, they not only get more powerful Dailies and Encounters, they get <em>more </em>of them.</p><p> </p><p>So really, Solo and Brute battles can be done pretty "timely" if players didn't foolishly waste all of their Dailies in earlier encounters.</p><p> </p><p>Yes, this can definitely be a problem. Yes, I definitely think is a design flaw. Really, I hate any mechanic whatsoever that encourages resting after every encounter. Still, even sticking with RAW, there are still ways of dealing with this...</p><p> </p><p>Give players ample warning there is a "boss" fight coming up.</p><p>Have the "boss" monsters show up early in the "adventuring day" rather than later.</p><p>Discourage players from wasting Dailies in earlier encounters with helpful hints from PCs, graphic description of "overkill" death-blows to enemies, or even have the players "notice" the enemies sending opponents after them in "waves" to try and draw out their resources (make up some kind of Insight roll or something). In other words, try and "teach" your players the right way of doing things.</p><p> </p><p>Or screw the RAW and use some kind of mechanic that allows "Dailies" to be more like "Encounters".</p></blockquote><p></p>
[QUOTE="Bluewyrm, post: 4373887, member: 72122"] [b]They can run long, or they can run short...[/b] Depending on how many Dailies the players have already used that day. We can all pretty much look at the numbers and see that our "at-will" damage won't stack nearly as quickly as the enemies HP (or even the players' HP). But I feel what many people are failing to include in their calculations is the players' Dailies and Encounters. As players go up in level, they not only get more powerful Dailies and Encounters, they get [I]more [/I]of them. So really, Solo and Brute battles can be done pretty "timely" if players didn't foolishly waste all of their Dailies in earlier encounters. Yes, this can definitely be a problem. Yes, I definitely think is a design flaw. Really, I hate any mechanic whatsoever that encourages resting after every encounter. Still, even sticking with RAW, there are still ways of dealing with this... Give players ample warning there is a "boss" fight coming up. Have the "boss" monsters show up early in the "adventuring day" rather than later. Discourage players from wasting Dailies in earlier encounters with helpful hints from PCs, graphic description of "overkill" death-blows to enemies, or even have the players "notice" the enemies sending opponents after them in "waves" to try and draw out their resources (make up some kind of Insight roll or something). In other words, try and "teach" your players the right way of doing things. Or screw the RAW and use some kind of mechanic that allows "Dailies" to be more like "Encounters". [/QUOTE]
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High HP feel a little too high?
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