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My Grind Fix: Half hp, 2/3 Xp
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<blockquote data-quote="BartD" data-source="post: 4741801" data-attributes="member: 53786"><p>I was thinking of these feath from PHB2: Implement Expertise, Weapon Expertise, Paragon Defenses, Robust Defenses, and Epic Fortitude/Reflex/Will (there may be more). All those (and maybe masterowrk armors? I dunno) seem like part of a "math-fix" to do something about the apparant divergence of PCs' and monsters' hit-chances by making PCs more difficult to hit while letting them hit monsters more easily, increasingly so at higher levels. I personally think this is a clunky way to fix the divergence, as it effectively pre-selects quite a few feats.</p><p></p><p>In this thread a "grind-fix" is proposed. I have not played the game (high) enough to really notice the problem but it seems like a very common experience and I even think some designers have acknowledged it so I believe there is a problem to be fixed. The proposed fix (50% more monsters each with 2/3 hp giving the same total hp) sounds like a really good idea imo.</p><p></p><p>However, the two things seem to be connected. And I think it may be possible to do something about both at the same time and do so without all those ugly feats.</p><p></p><p>When I think more about it, generally picking monsters form 1/2/3 levels lower only reduces xp per monster by something like 13/25/35% and will therefore only add that many extra monsters to an encounter. It also reduces hitpoints per monster by something like 8/14/20% so total hitpoints are reduced by around 5/10/15%. [Disclaimer: Very approximate calculations here]</p><p></p><p>So while I think picking weaker monsters should be a decent fix for the "math-problem" it is not sufficient to match the proposed N+50%/HP-33% grind fix.</p><p></p><p>Starfox: No more about monster levels from me. It just seemed like an easy way to fix two thinks at once. Having thought a little more about it, I think a bit of both may work best.</p></blockquote><p></p>
[QUOTE="BartD, post: 4741801, member: 53786"] I was thinking of these feath from PHB2: Implement Expertise, Weapon Expertise, Paragon Defenses, Robust Defenses, and Epic Fortitude/Reflex/Will (there may be more). All those (and maybe masterowrk armors? I dunno) seem like part of a "math-fix" to do something about the apparant divergence of PCs' and monsters' hit-chances by making PCs more difficult to hit while letting them hit monsters more easily, increasingly so at higher levels. I personally think this is a clunky way to fix the divergence, as it effectively pre-selects quite a few feats. In this thread a "grind-fix" is proposed. I have not played the game (high) enough to really notice the problem but it seems like a very common experience and I even think some designers have acknowledged it so I believe there is a problem to be fixed. The proposed fix (50% more monsters each with 2/3 hp giving the same total hp) sounds like a really good idea imo. However, the two things seem to be connected. And I think it may be possible to do something about both at the same time and do so without all those ugly feats. When I think more about it, generally picking monsters form 1/2/3 levels lower only reduces xp per monster by something like 13/25/35% and will therefore only add that many extra monsters to an encounter. It also reduces hitpoints per monster by something like 8/14/20% so total hitpoints are reduced by around 5/10/15%. [Disclaimer: Very approximate calculations here] So while I think picking weaker monsters should be a decent fix for the "math-problem" it is not sufficient to match the proposed N+50%/HP-33% grind fix. Starfox: No more about monster levels from me. It just seemed like an easy way to fix two thinks at once. Having thought a little more about it, I think a bit of both may work best. [/QUOTE]
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