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Please explain lowering HP's and amping damage
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5454219" data-attributes="member: 82106"><p>Well, many people have lowered monster hit points by some fraction. Before the MM3 updates they also sometimes raised damage. Note that significant changes devalue conditions quite a bit and make the game considerably less tactical. This may or may not be a problem. </p><p></p><p>I would say that with the MM3 updates this kind of thing is not necessary anymore. Previously many groups were fighting level + 5 encounters consistently. This meant a very large extra amount of hit points in play, which then motivated people to drop hit points. Simply increasing damage by a nice 20% or so really makes a huge difference, along with dropping the lower accuracy of brutes, which made them ineffective unless over leveled. I'd note to that older monster designs (especially at higher levels) were FAR under even the anemic damage output guidelines of the original DMG1 damage tables. Once damage and accuracy fixes are made you can drop back to the intended level + 0 being a worthwhile encounter, which means as much as 25% less hit points on the table just by itself, and level + 3 is now pretty deadly, which is still a good bit less hit points than before for the same challenge.</p><p></p><p>As far as monsters deviating from the standard numbers... Really not that many did vary by a lot. NADs were always affected by the monster's stats, which could cause some significant variance in a few cases, but AC was almost always stock. Noting that AC for soldiers is now in line with other monsters and elites and solos no longer (as of MM2) get defense boosts you will find that AC is almost always nominal. NADs will vary some, but rarely more than a couple points. Frankly I wouldn't even worry about this too much. A point or too off on defenses isn't going to break things, though I would shave down older elite/solo monsters (but then again I wouldn't even use MM1 solos except maybe some of the heroic tier ones).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5454219, member: 82106"] Well, many people have lowered monster hit points by some fraction. Before the MM3 updates they also sometimes raised damage. Note that significant changes devalue conditions quite a bit and make the game considerably less tactical. This may or may not be a problem. I would say that with the MM3 updates this kind of thing is not necessary anymore. Previously many groups were fighting level + 5 encounters consistently. This meant a very large extra amount of hit points in play, which then motivated people to drop hit points. Simply increasing damage by a nice 20% or so really makes a huge difference, along with dropping the lower accuracy of brutes, which made them ineffective unless over leveled. I'd note to that older monster designs (especially at higher levels) were FAR under even the anemic damage output guidelines of the original DMG1 damage tables. Once damage and accuracy fixes are made you can drop back to the intended level + 0 being a worthwhile encounter, which means as much as 25% less hit points on the table just by itself, and level + 3 is now pretty deadly, which is still a good bit less hit points than before for the same challenge. As far as monsters deviating from the standard numbers... Really not that many did vary by a lot. NADs were always affected by the monster's stats, which could cause some significant variance in a few cases, but AC was almost always stock. Noting that AC for soldiers is now in line with other monsters and elites and solos no longer (as of MM2) get defense boosts you will find that AC is almost always nominal. NADs will vary some, but rarely more than a couple points. Frankly I wouldn't even worry about this too much. A point or too off on defenses isn't going to break things, though I would shave down older elite/solo monsters (but then again I wouldn't even use MM1 solos except maybe some of the heroic tier ones). [/QUOTE]
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Please explain lowering HP's and amping damage
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