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Community
General Tabletop Discussion
*TTRPGs General
How decisive should each combat round be in terms of HP loss/healing?
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<blockquote data-quote="System Ufera" data-source="post: 6056738" data-attributes="member: 6671268"><p>(Copied and pasted from another thread I started over at the WOTC forums, after realizing that no one over there was ever going to read the thread.)</p><p></p><p>Hello everyone! Another question regarding the design of games in order to help me make my own system better: How decisive should each round of combat be in terms of HP loss/regaining? As in, for each round of combat, how much damage should be dealt by any given character, or, for healers, how much HP should be healed per round?</p><p></p><p>I ask this because I'm designing my own system for a Pen and Paper RPG. During playtesting, I've noticed that each round of combat is very "decisive" in terms of damage and healing. The players who have played more damage-oriented characters usually one-hit-kill the average enemy on a normal hit, and of course crits (usually double damage, sometimes even more) just get ridiculous. The same goes in the opposite direction, too, though to a lesser degree; most players have found themselves in desperate need of healing after being hit once by a similarly damage-oriented enemy. And, of course, the characters who were optimized toward healing were capable of (usually) completely healing the wounded characters with a single check, except of course for situations with bad rolls, and even then, they didn't do too badly.</p><p></p><p>Perhaps it's just because I'm accustomed to DnD, but this seems a bit... ridiculous. Before I try to make any changes or explain the system, however, I just want to explain that the purpose of this thread is simply to try to get an idea of how decisive each round of combat should ideally be; if and when that is determined, only then will the discussion move on to the actual changes, if any, that need to be made.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6056738, member: 6671268"] (Copied and pasted from another thread I started over at the WOTC forums, after realizing that no one over there was ever going to read the thread.) Hello everyone! Another question regarding the design of games in order to help me make my own system better: How decisive should each round of combat be in terms of HP loss/regaining? As in, for each round of combat, how much damage should be dealt by any given character, or, for healers, how much HP should be healed per round? I ask this because I'm designing my own system for a Pen and Paper RPG. During playtesting, I've noticed that each round of combat is very "decisive" in terms of damage and healing. The players who have played more damage-oriented characters usually one-hit-kill the average enemy on a normal hit, and of course crits (usually double damage, sometimes even more) just get ridiculous. The same goes in the opposite direction, too, though to a lesser degree; most players have found themselves in desperate need of healing after being hit once by a similarly damage-oriented enemy. And, of course, the characters who were optimized toward healing were capable of (usually) completely healing the wounded characters with a single check, except of course for situations with bad rolls, and even then, they didn't do too badly. Perhaps it's just because I'm accustomed to DnD, but this seems a bit... ridiculous. Before I try to make any changes or explain the system, however, I just want to explain that the purpose of this thread is simply to try to get an idea of how decisive each round of combat should ideally be; if and when that is determined, only then will the discussion move on to the actual changes, if any, that need to be made. [/QUOTE]
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How decisive should each combat round be in terms of HP loss/healing?
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