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<blockquote data-quote="eriktheguy" data-source="post: 5101849" data-attributes="member: 83662"><p>I think you mis-read my post. Players and monsters should each receive about the same amount of 'deathblows', but any given player will get attacked more than any single monster. The players take part in every combat, each monster takes part in only one combat.</p><p></p><p>In previous editions critical hits were a disadvantage for players overall. An occasional critical against a monster made a bit of difference, but a critical against a player could easily initiate a TPK.</p><p>In 4e criticals are balanced. Players get loads of bonuses on a critical compared to monsters, and there are more HPs on both sides, so there is less swinginess. Overall players are better for having criticals in the game.</p><p></p><p>The same should be true of deathblows. They should add fun and danger without making the players at a disadvantage. When a player scores a deathblow agianst a monster, that monster is out of combat. If a monster scores a deathblow a player is reduced to 0 hp, but that only really keeps them down for a round until they are healed. So overall, deathblows shouldn't cause too many TPks. I think taking them away from minions makes sense.</p><p></p><p>Suggestion for deathblows against minions: When you score a deathblow against a minion, kill every minion adjacent to that minion.</p><p>Sure its broken, but deathblows are 1/200 rolls.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5101849, member: 83662"] I think you mis-read my post. Players and monsters should each receive about the same amount of 'deathblows', but any given player will get attacked more than any single monster. The players take part in every combat, each monster takes part in only one combat. In previous editions critical hits were a disadvantage for players overall. An occasional critical against a monster made a bit of difference, but a critical against a player could easily initiate a TPK. In 4e criticals are balanced. Players get loads of bonuses on a critical compared to monsters, and there are more HPs on both sides, so there is less swinginess. Overall players are better for having criticals in the game. The same should be true of deathblows. They should add fun and danger without making the players at a disadvantage. When a player scores a deathblow agianst a monster, that monster is out of combat. If a monster scores a deathblow a player is reduced to 0 hp, but that only really keeps them down for a round until they are healed. So overall, deathblows shouldn't cause too many TPks. I think taking them away from minions makes sense. Suggestion for deathblows against minions: When you score a deathblow against a minion, kill every minion adjacent to that minion. Sure its broken, but deathblows are 1/200 rolls. [/QUOTE]
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