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General Tabletop Discussion
*Pathfinder & Starfinder
Making combat less deadly.
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<blockquote data-quote="Saeviomagy" data-source="post: 1883068" data-attributes="member: 5890"><p>My suggestion?</p><p></p><p>Whenever a PC passes a threshold on his hitpoints, he gets a drawback. I'd suggest putting in drawbacks at 75%, 50% and 25% of hitpoints.</p><p></p><p>I'd suggest a hefty penalty on all attack, damage and skill rolls. Say -4.</p><p></p><p>The big thing about this is that players are likely to go "hey - we're not actually doing much. Let's bug out" rather than fighting on until they drop.</p><p></p><p>I'd also probably reduce the amount of damage that a single hit from a monster or weapon does. I'd probably go with doubling all hitpoints, so that abilities like fast healing and regeneration don't get totally out of whack.</p><p></p><p>The big effect of this won't be that combats get easier (after all, the monsters have doubled hitpoints too), but it will allow slower reactions. Ie - currently a lot of monsters can make mincemeat of a character in a single round, leaving the character with little to no options. If that single round is instead increase to TWO rounds, the PC has more chance of escape.</p><p></p><p>That does need to be applied to 'save or drop dead' effects as well. I'd still recommend a single save, but simple have such effects take twice as long to take effect (ie - a save-or-die spell takes two rounds to cast and can be interrupted at any time. This would apply to monster SU or SLA effects as well).</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1883068, member: 5890"] My suggestion? Whenever a PC passes a threshold on his hitpoints, he gets a drawback. I'd suggest putting in drawbacks at 75%, 50% and 25% of hitpoints. I'd suggest a hefty penalty on all attack, damage and skill rolls. Say -4. The big thing about this is that players are likely to go "hey - we're not actually doing much. Let's bug out" rather than fighting on until they drop. I'd also probably reduce the amount of damage that a single hit from a monster or weapon does. I'd probably go with doubling all hitpoints, so that abilities like fast healing and regeneration don't get totally out of whack. The big effect of this won't be that combats get easier (after all, the monsters have doubled hitpoints too), but it will allow slower reactions. Ie - currently a lot of monsters can make mincemeat of a character in a single round, leaving the character with little to no options. If that single round is instead increase to TWO rounds, the PC has more chance of escape. That does need to be applied to 'save or drop dead' effects as well. I'd still recommend a single save, but simple have such effects take twice as long to take effect (ie - a save-or-die spell takes two rounds to cast and can be interrupted at any time. This would apply to monster SU or SLA effects as well). [/QUOTE]
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