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<blockquote data-quote="haran.banjo" data-source="post: 4581310" data-attributes="member: 80876"><p>Thank you, this thread is so full of good points and constructive criticism that I really don't know where to start! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Me and my group tried a couple of changes (Dispose and Flat Damage), leaving the other ones to future session.</p><p>I love to introduce changes at a slow pace, to allow players and myself to attune to the "new" system.</p><p></p><p>So, I'll start discussing the two changes on which I have a first-hand test.</p><p></p><p><strong><span style="color: RoyalBlue">Dispose</span></strong></p><p>The Dispose mechanic was introduced mainly to speed up the "clean-up" phase of the battle.</p><p>As <a href="http://www.enworld.org/forum/4579554-post2.html" target="_blank"><strong>Alex319</strong> says</a>, I found out that I too am not inclined to force the players into spending an Healing Surge, but then I have players that like to speed up things and aren't very upset by having to spend an HS to obtain this.</p><p></p><p>Turning the enemy into a minion (like many suggested) often doesn't cut my flavor of "speeding up" gameplay, since you can always miss that monster or having to pay attention to micro-management such as "I have to heal character B because if C misses then the monster can kill B!", that at that point of battle (I feel) are pointless and more a frustrating exercise of concentration.</p><p></p><p>Obviously, this cannot be stated enough, you should use it WITH CARE, only when the last opponent/couple of opponents are in and you're pretty sure they don't stand a chance to really injure PCs, nor reinforcements are arriving and so on... Get a feeling, I'm sure you'll find a way to work it out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><strong><span style="color: RoyalBlue">Flat Damage</span></strong></p><p>Actually, what I did was to take the 75% of the maximum obtainable value, and not an average of sort.</p><p>I am still evaluating how to implement rules for Vorpal Weapons and the like. </p><p>For critical hits, they do +50% of the damage. So, if a hit will strike for 13 damage, will crit for 19. A bit "spiker" than the original system, but less lethal than double damage.</p><p></p><p>The most notable thing, like <a href="http://www.enworld.org/forum/4579554-post5.html" target="_blank"><strong>Harr</strong> said</a>, is that the improvement of using flat damage in the game is really incredible. Players actually spend more time thinking what to do than finding the appropriate die and rolling dices!</p><p></p><p>---</p><p></p><p>I still need a few thoughts and ideas for APs, Milestones and Healing Surge mix. Yet I read a couple of good ideas in this thread that I intend to develop further.</p><p></p><p>Thank you very much <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="haran.banjo, post: 4581310, member: 80876"] Thank you, this thread is so full of good points and constructive criticism that I really don't know where to start! :) Me and my group tried a couple of changes (Dispose and Flat Damage), leaving the other ones to future session. I love to introduce changes at a slow pace, to allow players and myself to attune to the "new" system. So, I'll start discussing the two changes on which I have a first-hand test. [B][COLOR="RoyalBlue"]Dispose[/COLOR][/B] The Dispose mechanic was introduced mainly to speed up the "clean-up" phase of the battle. As [URL="http://www.enworld.org/forum/4579554-post2.html"][B]Alex319[/B] says[/URL], I found out that I too am not inclined to force the players into spending an Healing Surge, but then I have players that like to speed up things and aren't very upset by having to spend an HS to obtain this. Turning the enemy into a minion (like many suggested) often doesn't cut my flavor of "speeding up" gameplay, since you can always miss that monster or having to pay attention to micro-management such as "I have to heal character B because if C misses then the monster can kill B!", that at that point of battle (I feel) are pointless and more a frustrating exercise of concentration. Obviously, this cannot be stated enough, you should use it WITH CARE, only when the last opponent/couple of opponents are in and you're pretty sure they don't stand a chance to really injure PCs, nor reinforcements are arriving and so on... Get a feeling, I'm sure you'll find a way to work it out. ;) [B][COLOR="RoyalBlue"]Flat Damage[/COLOR][/B] Actually, what I did was to take the 75% of the maximum obtainable value, and not an average of sort. I am still evaluating how to implement rules for Vorpal Weapons and the like. For critical hits, they do +50% of the damage. So, if a hit will strike for 13 damage, will crit for 19. A bit "spiker" than the original system, but less lethal than double damage. The most notable thing, like [URL="http://www.enworld.org/forum/4579554-post5.html"][B]Harr[/B] said[/URL], is that the improvement of using flat damage in the game is really incredible. Players actually spend more time thinking what to do than finding the appropriate die and rolling dices! --- I still need a few thoughts and ideas for APs, Milestones and Healing Surge mix. Yet I read a couple of good ideas in this thread that I intend to develop further. Thank you very much :) [/QUOTE]
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