Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls's Tweets
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Falling Icicle" data-source="post: 6054440" data-attributes="member: 17077"><p>Ok, let me try to explain this better.</p><p></p><p>The way the game is right now, characters start with extremely low HP (their hit die + con modifier), but gain them very rapidly as they level, multiplying the amount of damage it takes to kill them. A 10th level fighter, for example, has several times as many hp as a 1st level fighter, and is doing +3d10 damage with deadly strike. Because of this, a few point bonus to damage from strength makes a pretty big difference at 1st level, but by the time a character is 10th level, a few points of damage is inisignificant, totally dwarfed by expertise dice and hp bloat.</p><p></p><p>Mike Mearl's suggested removing the ability bonus to damage as a solution to this problem. IMO, the problem here isn't the ability modifier, its the drastic rate at which hp and expertise dice scale. If players had more hp at 1st level (something alot of people want to see anyway, for other reasons) and gained hp more slowly, and if expertise dice scaled much more slowly, then your ability modifier wouldnt be ovpowered at 1st level yet insignificant at higher levels.</p><p></p><p>Removing the ability bonus to damage is not only a radical change for the game, it still leaves many other problems caused by the hp and damage bloat. Your ability modifier is not the only thing rendered insignificant by the ridiculous expertise dice at higher levels. Your choice of weapon is also made largely irrelevant. Magic weapons, which can only add +3 damage, and maybe +1d6 energy damage, are also rendered largely insignificant. And worst of all, the huge damage potential of deadly strike makes using other maneuvers too costly an option. It might be worth giving up 1d4 or 1d6 damage to trip someone. It's not worth giving up 3-30 points of damage to do so in most cases. I'd much rather my enemy be dead than be alive and tripped. So in that respect, the rapid growth of expertise dice end up ruining the very maneuver system they were designed for!</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6054440, member: 17077"] Ok, let me try to explain this better. The way the game is right now, characters start with extremely low HP (their hit die + con modifier), but gain them very rapidly as they level, multiplying the amount of damage it takes to kill them. A 10th level fighter, for example, has several times as many hp as a 1st level fighter, and is doing +3d10 damage with deadly strike. Because of this, a few point bonus to damage from strength makes a pretty big difference at 1st level, but by the time a character is 10th level, a few points of damage is inisignificant, totally dwarfed by expertise dice and hp bloat. Mike Mearl's suggested removing the ability bonus to damage as a solution to this problem. IMO, the problem here isn't the ability modifier, its the drastic rate at which hp and expertise dice scale. If players had more hp at 1st level (something alot of people want to see anyway, for other reasons) and gained hp more slowly, and if expertise dice scaled much more slowly, then your ability modifier wouldnt be ovpowered at 1st level yet insignificant at higher levels. Removing the ability bonus to damage is not only a radical change for the game, it still leaves many other problems caused by the hp and damage bloat. Your ability modifier is not the only thing rendered insignificant by the ridiculous expertise dice at higher levels. Your choice of weapon is also made largely irrelevant. Magic weapons, which can only add +3 damage, and maybe +1d6 energy damage, are also rendered largely insignificant. And worst of all, the huge damage potential of deadly strike makes using other maneuvers too costly an option. It might be worth giving up 1d4 or 1d6 damage to trip someone. It's not worth giving up 3-30 points of damage to do so in most cases. I'd much rather my enemy be dead than be alive and tripped. So in that respect, the rapid growth of expertise dice end up ruining the very maneuver system they were designed for! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mike Mearls's Tweets
Top