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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Massive Damage
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<blockquote data-quote="The Levitator" data-source="post: 3007933" data-attributes="member: 40099"><p>We don't use the massive damage rule either, as the group decided that some battles are outright mismatches and wouldn't necesarily celebrate defeating some hugely difficult creature on a couple of extremely lucky rolls. That said, I should mention that for a bunch of good guys, they are a bloodthirsty bunch that really enjoy earning their kills. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>We do use the Clobbered Variant. I like the fact that it is a percentage of damage, not a flat number. One thing that always bothered our group was that 50 HP doesn't mean much to some creatures, yet would kill others 5 times over. Using a percentace seems to level the playing field. The other thing I like about the Clobbered Variant is that it is based on current HP, which means the battle gets potentially more dangerous the more someone gets injured. This feels very realistic to me, as fights tend to go that way in real life. Injuries sap strength, confidence and patience, making a fighter more susceptable to making the 1 big mistake that costs them. I think our group really likes the combat a little grittier, so they prefer massive (used relatively, because a 5 HP slash to a first level fighter is a "massive" injury) damage to have combat effects that give them an advantage without the instant kill option.</p><p></p><p>If you like having the massive damage rule, I definitely believe that having some kind of sliding scale that is relative and not a flat number would be more fair. Maybe you could base if off of the Clobbered Variant and use a percentage of the creatures total HP, instead of a flat number.</p></blockquote><p></p>
[QUOTE="The Levitator, post: 3007933, member: 40099"] We don't use the massive damage rule either, as the group decided that some battles are outright mismatches and wouldn't necesarily celebrate defeating some hugely difficult creature on a couple of extremely lucky rolls. That said, I should mention that for a bunch of good guys, they are a bloodthirsty bunch that really enjoy earning their kills. :D We do use the Clobbered Variant. I like the fact that it is a percentage of damage, not a flat number. One thing that always bothered our group was that 50 HP doesn't mean much to some creatures, yet would kill others 5 times over. Using a percentace seems to level the playing field. The other thing I like about the Clobbered Variant is that it is based on current HP, which means the battle gets potentially more dangerous the more someone gets injured. This feels very realistic to me, as fights tend to go that way in real life. Injuries sap strength, confidence and patience, making a fighter more susceptable to making the 1 big mistake that costs them. I think our group really likes the combat a little grittier, so they prefer massive (used relatively, because a 5 HP slash to a first level fighter is a "massive" injury) damage to have combat effects that give them an advantage without the instant kill option. If you like having the massive damage rule, I definitely believe that having some kind of sliding scale that is relative and not a flat number would be more fair. Maybe you could base if off of the Clobbered Variant and use a percentage of the creatures total HP, instead of a flat number. [/QUOTE]
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