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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Noob DM needs additional help :) (adjusting difficulty)
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<blockquote data-quote="Saeviomagy" data-source="post: 5374194" data-attributes="member: 5890"><p>First up, it sounds like he's probably errata'd his fighter himself. Here's how it should work:</p><p></p><p>1. Whenever he hits a foe with a non-invigorating power OR misses a foe with an invigorating power, he gains his con mod in temporary hitpoints.</p><p></p><p>2. Whenever he hits a foe with an invigorating power, he gains twice his con mod in temporary hitpoints.</p><p></p><p>3. Temporary hitpoints NEVER STACK.</p><p></p><p>That's all pretty easy, and chances are your fighter is playing by the rules. I mostly put this here to help with your confusion.</p><p></p><p>Next up - the challenge in playing a fighter is doing the best job at forcing monsters to attack you that you can. If the DM automatically has every monster run straight up to the fighter and start swinging, the fighter is simply not going to be challenged, and the rest of the party are not going to be threatened. Additionally, all of the fighter's defender class abilities mean diddly and squat: they may as well not have them.</p><p></p><p>Monsters should seek out squishy looking targets. If they find they're having a hard time hitting someone, they should choose a different target. If they find their attacks are having no effect, again: different target.</p><p></p><p>Combats should consist of multiple foes. Even in an encounter with a solo, the solo should be supported by some form of ally (traps, terrain or actual monsters). Fighters have a hard time maintaining marks/control on multiple opponents.</p><p></p><p>Combats should not generally consist of homogenous foes. You should have a mix of the different monster types. The fighter will typically have a hard time locking down artillery, controllers, lurkers and skirmishers and will have to pick and choose targets.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5374194, member: 5890"] First up, it sounds like he's probably errata'd his fighter himself. Here's how it should work: 1. Whenever he hits a foe with a non-invigorating power OR misses a foe with an invigorating power, he gains his con mod in temporary hitpoints. 2. Whenever he hits a foe with an invigorating power, he gains twice his con mod in temporary hitpoints. 3. Temporary hitpoints NEVER STACK. That's all pretty easy, and chances are your fighter is playing by the rules. I mostly put this here to help with your confusion. Next up - the challenge in playing a fighter is doing the best job at forcing monsters to attack you that you can. If the DM automatically has every monster run straight up to the fighter and start swinging, the fighter is simply not going to be challenged, and the rest of the party are not going to be threatened. Additionally, all of the fighter's defender class abilities mean diddly and squat: they may as well not have them. Monsters should seek out squishy looking targets. If they find they're having a hard time hitting someone, they should choose a different target. If they find their attacks are having no effect, again: different target. Combats should consist of multiple foes. Even in an encounter with a solo, the solo should be supported by some form of ally (traps, terrain or actual monsters). Fighters have a hard time maintaining marks/control on multiple opponents. Combats should not generally consist of homogenous foes. You should have a mix of the different monster types. The fighter will typically have a hard time locking down artillery, controllers, lurkers and skirmishers and will have to pick and choose targets. [/QUOTE]
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Noob DM needs additional help :) (adjusting difficulty)
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