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Limiting Cantrips?
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<blockquote data-quote="DND_Reborn" data-source="post: 8519108" data-attributes="member: 6987520"><p>No, it certainly isn't for everyone, but we feel hitting too often is boring and having to roll, calculate, and apply damage 60-70% of the time (due to BA and how large attack bonuses get) adds to the time combat takes to resolve.</p><p></p><p>It was so frustrating at one point that I just decided to use average damage for creatures to speed the game up again. I would only roll damage if average would automatically drop the PC to 0, other wise I didn't bother rolling.</p><p></p><p>I figured 35-45% (typically it is about 40-45% really except harder to hit foes), is a better sweet spot. You are not frustrated because you miss so many times more than you hit, and it makes hitting more exciting because you know the odds <em>are</em> against you, even if just a little bit.</p><p></p><p>Because I also reduced HP in general by not linking it to CON, it lessens the effect of monsters being bags of HP. Personally the HP bloat in 5E is one of the <em>worst</em> things about the game. Another impact is with less HP, spells causing damage are more impactful.</p><p></p><p>For example, in AD&D sleep had a 50/50 change to put an ogre to sleep. In 5E, it is <em>impossible</em> unless the ogre is fairly injured and even at half HP, the changes of sleep knocking it out are only about 12.5%! So, we go from 50/50 for a healthy ogre to less than 12.5% for a half-dead ogre? No thank you! I like my way better. <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></p><p>It can be, sure, and for many people the hit-fest that 5E is appeals to them. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> I just found it ridiculous how often people were hitting and how often saves were failed, especially even at lower levels. No wonder they had to remove the "one-and done" aspect of saves from prior editions because in 5E your fail so often they had to bake in a mechanic to allow you to try again on your next turn. <em>THAT</em> is frustrating IMO.</p><p></p><p></p><p>I appreciate the effort (I really do), but this just complicates and increases the frustration problem of hitting and dealing damage too often. With this I would have the extra complexity of determining half damage, etc. and applying damage even more. True, it would bring the HP done quicker, but for most groups ending battles quickly isn't so much an issue.</p><p></p><p>At any rate, I know the changes we've made to our game would hardly suite a lot of players here, but like others they work for us and I am happy to present them in case others share our experience and want rules to maybe make their game more to their liking.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8519108, member: 6987520"] No, it certainly isn't for everyone, but we feel hitting too often is boring and having to roll, calculate, and apply damage 60-70% of the time (due to BA and how large attack bonuses get) adds to the time combat takes to resolve. It was so frustrating at one point that I just decided to use average damage for creatures to speed the game up again. I would only roll damage if average would automatically drop the PC to 0, other wise I didn't bother rolling. I figured 35-45% (typically it is about 40-45% really except harder to hit foes), is a better sweet spot. You are not frustrated because you miss so many times more than you hit, and it makes hitting more exciting because you know the odds [I]are[/I] against you, even if just a little bit. Because I also reduced HP in general by not linking it to CON, it lessens the effect of monsters being bags of HP. Personally the HP bloat in 5E is one of the [I]worst[/I] things about the game. Another impact is with less HP, spells causing damage are more impactful. For example, in AD&D sleep had a 50/50 change to put an ogre to sleep. In 5E, it is [I]impossible[/I] unless the ogre is fairly injured and even at half HP, the changes of sleep knocking it out are only about 12.5%! So, we go from 50/50 for a healthy ogre to less than 12.5% for a half-dead ogre? No thank you! I like my way better. :) It can be, sure, and for many people the hit-fest that 5E is appeals to them. 🤷♂️ I just found it ridiculous how often people were hitting and how often saves were failed, especially even at lower levels. No wonder they had to remove the "one-and done" aspect of saves from prior editions because in 5E your fail so often they had to bake in a mechanic to allow you to try again on your next turn. [I]THAT[/I] is frustrating IMO. I appreciate the effort (I really do), but this just complicates and increases the frustration problem of hitting and dealing damage too often. With this I would have the extra complexity of determining half damage, etc. and applying damage even more. True, it would bring the HP done quicker, but for most groups ending battles quickly isn't so much an issue. At any rate, I know the changes we've made to our game would hardly suite a lot of players here, but like others they work for us and I am happy to present them in case others share our experience and want rules to maybe make their game more to their liking. [/QUOTE]
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