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*Pathfinder & Starfinder
Pit Fighter Balance
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<blockquote data-quote="Starfox" data-source="post: 5057402" data-attributes="member: 2303"><p>Encounters are in the +1 to +3 range; I am starting to realize I need to up things a bit. But with 2 defenders on the team, fights are pretty slow already, clocking at 7-10 rounds. I might just give the monsters a +2 on all attack rolls instead to spice things up. Its a bit hard to say if encounters are a too straight forward; we are running the Rise of the Runelords AP, and I try to convert several 3E fights into one larger and more interesting 4E fight, often with monsters coming from different directions at once. Usually, I set up alarm chains and bunch encounters together that way; what would be 3 rooms, 3 fights in 3E becomes 3 rooms, 1 fight in 4E. This means there are usually quite a number of monsters of the PCs level or lower, but we have occasional higher-level critters too. Adventuring days tend to be 5 encounters, 3-4 of which are fights.</p><p></p><p>And no, we've not included anything but the bard's own damage. If she ever tiriggered an OA from the fighter, we would have counted that to her credit. A damage distribution of 30-30-30-10 would be ok; the rogue can shine by putting her damage where it matters most. 10% damage for the bard is actually ok if she was felt to contribute fully in other ways. The problem is, the player (Tuft) feels her buffs donöt matter and her healing isn't needed.</p><p></p><p>About the multiattack tricks for the rogue, I agree more attacks => more damage. I'll direct the rogue player to this thread for tips. The fighter is better at doing this and this is part of the reason he shines. Still, I think it mainly boils down to the power of the Pit Fighter paragon path, hence the original question.</p></blockquote><p></p>
[QUOTE="Starfox, post: 5057402, member: 2303"] Encounters are in the +1 to +3 range; I am starting to realize I need to up things a bit. But with 2 defenders on the team, fights are pretty slow already, clocking at 7-10 rounds. I might just give the monsters a +2 on all attack rolls instead to spice things up. Its a bit hard to say if encounters are a too straight forward; we are running the Rise of the Runelords AP, and I try to convert several 3E fights into one larger and more interesting 4E fight, often with monsters coming from different directions at once. Usually, I set up alarm chains and bunch encounters together that way; what would be 3 rooms, 3 fights in 3E becomes 3 rooms, 1 fight in 4E. This means there are usually quite a number of monsters of the PCs level or lower, but we have occasional higher-level critters too. Adventuring days tend to be 5 encounters, 3-4 of which are fights. And no, we've not included anything but the bard's own damage. If she ever tiriggered an OA from the fighter, we would have counted that to her credit. A damage distribution of 30-30-30-10 would be ok; the rogue can shine by putting her damage where it matters most. 10% damage for the bard is actually ok if she was felt to contribute fully in other ways. The problem is, the player (Tuft) feels her buffs donöt matter and her healing isn't needed. About the multiattack tricks for the rogue, I agree more attacks => more damage. I'll direct the rogue player to this thread for tips. The fighter is better at doing this and this is part of the reason he shines. Still, I think it mainly boils down to the power of the Pit Fighter paragon path, hence the original question. [/QUOTE]
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