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My Grind Fix: Half hp, 2/3 Xp
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<blockquote data-quote="Starfox" data-source="post: 4743293" data-attributes="member: 2303"><p>Actually, the proposed fix is 1/2 hp and 2/3 xp. This is a small but significant difference. The number of enemies increases by 50% while hit points are halved, reducing the total number of hps in the fight to 3/4 normal. Additionally, those hps are divided over several critters. In general, it is easier to lightly damage two enemies than to seriously damage one. </p><p></p><p>The overall effect is that the enemy starts at 50% more damage-dealing capacity, but the fight is about half as long. Fights become a little swingier and slightly easier. I think the idea works well for groups that like to have fights in their game, but do not want them to completely dominate. It leaves time for planning, recon, and role-play.</p><p></p><p>Lowerling monster levels doesn't do this - I tried that first. Lowering levels makes combat more predictable and generally safer. But low-level enemies have a lot of hit points, especially at the upper levels. Fight against many low-level opponents get extremely grindy. Much better then to increase the level and use minions or an option like this one.</p><p></p><p>To Nikosandros about minions; yes, I increase the number of minions. I feel minions are not worth 1/4 of a regular monster at the old hp values. Introducing minions felt like throwing free xp at my players. With regular monsters getting half hp, 4 minions seem about as dangerous as one regular monster, which they should be.</p></blockquote><p></p>
[QUOTE="Starfox, post: 4743293, member: 2303"] Actually, the proposed fix is 1/2 hp and 2/3 xp. This is a small but significant difference. The number of enemies increases by 50% while hit points are halved, reducing the total number of hps in the fight to 3/4 normal. Additionally, those hps are divided over several critters. In general, it is easier to lightly damage two enemies than to seriously damage one. The overall effect is that the enemy starts at 50% more damage-dealing capacity, but the fight is about half as long. Fights become a little swingier and slightly easier. I think the idea works well for groups that like to have fights in their game, but do not want them to completely dominate. It leaves time for planning, recon, and role-play. Lowerling monster levels doesn't do this - I tried that first. Lowering levels makes combat more predictable and generally safer. But low-level enemies have a lot of hit points, especially at the upper levels. Fight against many low-level opponents get extremely grindy. Much better then to increase the level and use minions or an option like this one. To Nikosandros about minions; yes, I increase the number of minions. I feel minions are not worth 1/4 of a regular monster at the old hp values. Introducing minions felt like throwing free xp at my players. With regular monsters getting half hp, 4 minions seem about as dangerous as one regular monster, which they should be. [/QUOTE]
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My Grind Fix: Half hp, 2/3 Xp
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