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*Pathfinder & Starfinder
Making the Game Harder.
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<blockquote data-quote="mkill" data-source="post: 4898497" data-attributes="member: 55985"><p>I'd like to know first how big your party is, how optimized the characters are, how tactical and experienced the players are, whether they are over- or underequipped, how many encounters you throw at them per day, how hard you make the encounter, how many monsters you use compared to roup size and how well the synergy is between these monsters.</p><p></p><p>Depending on the above factors, the difficulty of your campaign can vary wildly from cakewalk to nigh-impossible. If you want to change the difficulty of the game, I suggest you work on this first instead of screwing with the rules.</p><p></p><p></p><p></p><p></p><p>- This totally does not scale well. Damage of at-will powers increased at about 1 per 2 levels, while both Con and Con checks hardly increase at all. At paragon, all encounter powers become a free daze, while at epic you daze with pretty much every attack.</p><p></p><p>- The dazed condition sucks for PCs but most monsters still work. PCs rely a lot on movement, minor actions and immediate actions. Paladins and swordmages are hit worst, because they can't mark. Most monsters, on the other hand, can just charge when they're dazed. On the monster side, only solos really suffer.</p><p></p><p>In short: NO!!!</p><p></p><p></p><p></p><p></p><p>Meh.</p><p></p><p></p><p></p><p>Uh, what a great way of demotivating players.</p><p></p><p></p><p></p><p>I <em>love</em> broad nerfs that hit or miss classes arbitrarily. Certain builds like crit-centered Avengers will cringe in pain, most others will hardly notice, like builds optimized on cramming as many attacks per turn as possible.</p><p></p><p></p><p></p><p><em>Yay</em>, bookkeeping.</p><p></p><p></p><p></p><p></p><p>Great. Hose the arcane power source into uselessness. You realize that Swordmages need minor actions to mark, wizards need minor actions to sustain effects, and bards need minor actions to heal? Just ban them outright instead of trapping clueless players.</p><p></p><p>Your so-called "balance rule" doesn't change anything, because 1) monsters don't wear heavy armor, or any armor for that matter, their AC is a fixed stat. So that rule never applies. 2) monsters don't use "spells" either, the rules don't state what their power source is. So the rule doesn't apply in the other direction either.</p><p></p><p></p><p></p><p>It's easy to kill a party, you don't need houserules for that, just throw monsters at them until they are dead. The trick is not to kill everyone, the trick is to keep everyone alive but let the players *think* you try to kill everyone.</p><p></p><p>You want an honest answer? If you want to customize a game, understand it first If I was your player I'd wait until everyone is frustrated with your amateurish tinkering and then take your DM seat so everyone can have fun again.</p><p></p><p></p><p></p><p>Now, here are a few simple rules to actually make the game more gritty:</p><p></p><p>- Don't allow full healing between encounters. PCs get to spend one healing surge after a short rest, not as many as they like.</p><p></p><p>- You can't take short rests immediately after another, you are limited to one short rest per hour.</p><p></p><p>- You regain half your healing surges on an extended rest.</p></blockquote><p></p>
[QUOTE="mkill, post: 4898497, member: 55985"] I'd like to know first how big your party is, how optimized the characters are, how tactical and experienced the players are, whether they are over- or underequipped, how many encounters you throw at them per day, how hard you make the encounter, how many monsters you use compared to roup size and how well the synergy is between these monsters. Depending on the above factors, the difficulty of your campaign can vary wildly from cakewalk to nigh-impossible. If you want to change the difficulty of the game, I suggest you work on this first instead of screwing with the rules. - This totally does not scale well. Damage of at-will powers increased at about 1 per 2 levels, while both Con and Con checks hardly increase at all. At paragon, all encounter powers become a free daze, while at epic you daze with pretty much every attack. - The dazed condition sucks for PCs but most monsters still work. PCs rely a lot on movement, minor actions and immediate actions. Paladins and swordmages are hit worst, because they can't mark. Most monsters, on the other hand, can just charge when they're dazed. On the monster side, only solos really suffer. In short: NO!!! Meh. Uh, what a great way of demotivating players. I [i]love[/i] broad nerfs that hit or miss classes arbitrarily. Certain builds like crit-centered Avengers will cringe in pain, most others will hardly notice, like builds optimized on cramming as many attacks per turn as possible. [i]Yay[/i], bookkeeping. Great. Hose the arcane power source into uselessness. You realize that Swordmages need minor actions to mark, wizards need minor actions to sustain effects, and bards need minor actions to heal? Just ban them outright instead of trapping clueless players. Your so-called "balance rule" doesn't change anything, because 1) monsters don't wear heavy armor, or any armor for that matter, their AC is a fixed stat. So that rule never applies. 2) monsters don't use "spells" either, the rules don't state what their power source is. So the rule doesn't apply in the other direction either. It's easy to kill a party, you don't need houserules for that, just throw monsters at them until they are dead. The trick is not to kill everyone, the trick is to keep everyone alive but let the players *think* you try to kill everyone. You want an honest answer? If you want to customize a game, understand it first If I was your player I'd wait until everyone is frustrated with your amateurish tinkering and then take your DM seat so everyone can have fun again. Now, here are a few simple rules to actually make the game more gritty: - Don't allow full healing between encounters. PCs get to spend one healing surge after a short rest, not as many as they like. - You can't take short rests immediately after another, you are limited to one short rest per hour. - You regain half your healing surges on an extended rest. [/QUOTE]
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