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*Dungeons & Dragons
PEACH: the Great Equalizer
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<blockquote data-quote="knightofround" data-source="post: 5325642" data-attributes="member: 27884"><p>Well, at a first glance, I don't think its necessarily a bad idea. I wonder if its really worth the additional complexity though.</p><p></p><p>My three concerns with this houserule is follows:</p><p></p><p>1. The equalizer will be skewed heavily by the difference between minions and solos. If all your creatures are "standard" its okay...but solos *need* to have a high accuracy in order to be effective. The opposite is true of minions; they don't need to have as high accuracy, as they can be worthwhile via aid-another, meatshield, flank-bot, etc. Using your system, if you have 5 minions attack and miss, then the three standard monsters in the encounter are going to have a much-larger equalizer "bonus" to their attacks than they really should.</p><p></p><p>2. AOE attacks. One AOE can hit/miss the entire party. This means that either you're looking at making 4+ equalizer adjustments off of a single attack, or you need to fudge it as a single equalizer shift per "action". Which can be counter-intuitive because AoE attacks are typically weaker than single target, and often have the potential of hitting your own team-mates.</p><p></p><p>3. This system only looks at attack rolls, not damage rolls. If you're using this system to adjust encounters on-the-fly to prevent TPK...well, in my experience, the real threat is when you roll REALLY high damage numbers against the PCs. If you have any MMO experience, its damage spike that is the real threat, not overall damage output. To put it another way...you could have a combat where a ton of minions miss or nibble away the party just fine, and the solo gets unlucky with his attack rolls, missing the first two rounds of combat. But then on the third round, he finally hits, and unluckily for the PCs, you roll near-max damage on all the solos attacks, inadvertely killing on of the PCs.</p><p></p><p>I guess I'm saying that %-to-hit is only part of what you need to consider when adjusting encounters-on-the-fly....you also need to consider how much damage has been dealt in the encounter, how many resources the players have left, etc...</p><p></p><p>Because of all these variables, I'm not a huge fan of making a houserule system to cover on-the-fly adjustments....there's just too many things to take into account, it has a tendancy to add too much complexity. It's much easier to fudge NPC behavior or rolls instead.</p></blockquote><p></p>
[QUOTE="knightofround, post: 5325642, member: 27884"] Well, at a first glance, I don't think its necessarily a bad idea. I wonder if its really worth the additional complexity though. My three concerns with this houserule is follows: 1. The equalizer will be skewed heavily by the difference between minions and solos. If all your creatures are "standard" its okay...but solos *need* to have a high accuracy in order to be effective. The opposite is true of minions; they don't need to have as high accuracy, as they can be worthwhile via aid-another, meatshield, flank-bot, etc. Using your system, if you have 5 minions attack and miss, then the three standard monsters in the encounter are going to have a much-larger equalizer "bonus" to their attacks than they really should. 2. AOE attacks. One AOE can hit/miss the entire party. This means that either you're looking at making 4+ equalizer adjustments off of a single attack, or you need to fudge it as a single equalizer shift per "action". Which can be counter-intuitive because AoE attacks are typically weaker than single target, and often have the potential of hitting your own team-mates. 3. This system only looks at attack rolls, not damage rolls. If you're using this system to adjust encounters on-the-fly to prevent TPK...well, in my experience, the real threat is when you roll REALLY high damage numbers against the PCs. If you have any MMO experience, its damage spike that is the real threat, not overall damage output. To put it another way...you could have a combat where a ton of minions miss or nibble away the party just fine, and the solo gets unlucky with his attack rolls, missing the first two rounds of combat. But then on the third round, he finally hits, and unluckily for the PCs, you roll near-max damage on all the solos attacks, inadvertely killing on of the PCs. I guess I'm saying that %-to-hit is only part of what you need to consider when adjusting encounters-on-the-fly....you also need to consider how much damage has been dealt in the encounter, how many resources the players have left, etc... Because of all these variables, I'm not a huge fan of making a houserule system to cover on-the-fly adjustments....there's just too many things to take into account, it has a tendancy to add too much complexity. It's much easier to fudge NPC behavior or rolls instead. [/QUOTE]
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