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More damage against bloodied targets: (Forked Thread: Halving Hitpoints)
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<blockquote data-quote="DanmarLOK" data-source="post: 4478405" data-attributes="member: 71480"><p>Hmm a few thoughts. </p><p></p><p>The +5 damage. Against a Solo with say 200 points and you're dealing an average of 20 points of damage a round, it'll reduce the number of hits required by from 10 to 9 or 10% faster. </p><p>Against a 40 hit point monster it has no effect as the average damage kills it anyway, against a 41 hit point monster it'll turn 3 hits to 2 hits or 33% faster but that's optimum. Against a 46 point monster it has no effect, it's still 3 hits. </p><p></p><p>Maxing dice like Asmor's idea has it, this appears to reward bigger dice more than smaller ones certainly. A twin strike Ranger gains significantly with this with two maxed d10's a round for example making that even more of a must have power compared to say a wizard's magic missile which is gaining 2 maxed d4's or a maxed d6 for cloud of daggers. </p><p></p><p>I'm not saying out of hand these are bad ideas just that any changes to the damage dealt increases the power and relative worth of the ones that deal the damage versus the ones that don't. More damage output on the players (or less damage mitigation by reducing hit points/ac/to hit on the monsters) means offense gains in power versus defense and runs the risk of descending into a situation similar to the one that City of Heroes had ( has still?) where a group of blasters (aka strikers) was infinitely better than a balanced group because they burned everything down before they took enough damage to need a tank (defender) or healer (leader) or controller.</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4478405, member: 71480"] Hmm a few thoughts. The +5 damage. Against a Solo with say 200 points and you're dealing an average of 20 points of damage a round, it'll reduce the number of hits required by from 10 to 9 or 10% faster. Against a 40 hit point monster it has no effect as the average damage kills it anyway, against a 41 hit point monster it'll turn 3 hits to 2 hits or 33% faster but that's optimum. Against a 46 point monster it has no effect, it's still 3 hits. Maxing dice like Asmor's idea has it, this appears to reward bigger dice more than smaller ones certainly. A twin strike Ranger gains significantly with this with two maxed d10's a round for example making that even more of a must have power compared to say a wizard's magic missile which is gaining 2 maxed d4's or a maxed d6 for cloud of daggers. I'm not saying out of hand these are bad ideas just that any changes to the damage dealt increases the power and relative worth of the ones that deal the damage versus the ones that don't. More damage output on the players (or less damage mitigation by reducing hit points/ac/to hit on the monsters) means offense gains in power versus defense and runs the risk of descending into a situation similar to the one that City of Heroes had ( has still?) where a group of blasters (aka strikers) was infinitely better than a balanced group because they burned everything down before they took enough damage to need a tank (defender) or healer (leader) or controller. [/QUOTE]
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More damage against bloodied targets: (Forked Thread: Halving Hitpoints)
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