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General Tabletop Discussion
*Pathfinder & Starfinder
Preliminary idea: Humanoid monster Hit Point-shaving.
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<blockquote data-quote="Amaroq" data-source="post: 5132537" data-attributes="member: 15470"><p>Thank you, Rachel! </p><p></p><p>There's another potential approach, which I just thought of: increased damage output. </p><p></p><p>Here's why I was thinking about this: in a recent Level 2 encounter, the enemy archers had a 1d10+4 attack. When this hit the defender and the monster rolled a 2, it was negligible. When this hit the bard and the monster rolled a 10, it was absolutely brutal .. well, perhaps 'cause she took two hits for a 14 and 12 points respectively, going from unbloodied to on her last legs. </p><p></p><p>That got me thinking about this conversation some more, and a few things stood out:</p><p></p><p>First, the "to hit" roll simply indicates "did you make contact, and find a gap in the armor?" </p><p></p><p>Second, the "damage" roll indicates "how hard did you hit them". So, when that arrow rolls a 2, it was a grazing shot that scored the arm .. when that arrow rolled a 10, we imagined the arrow buried almost to the fletching in the bard's torso. </p><p></p><p>Third, the "to hit" roll's feedback into "damage" is restricted to the "critical" mechanic, but there are plenty of powers, weapons, feats, and class paths which increase the chance of dealing criticals to encourage an "I hit harder" feel.</p><p></p><p>Fourth, it got me thinking, if I'm reading your posts on this subject correctly, you seem to want an "all hits are hard hits" mechanic.</p><p></p><p>Fifth, "grind" is an oft-complained problem at higher levels, which seems to stem from the fact that it can take a long while to whittle down the very high numbers of hit points of either the villains (<em>brute, soldier, solo, and elite, especially</em>) or the characters, if they're losing.</p><p></p><p>If that's the case ..</p><p></p><p>Are we better served by reducing hit points - whether its the humanoid fix here, or the other two common fixes (HP / 2 and HP * 2 / 3) - .. or are we better served by increasing attack values?</p><p></p><p>Three ideas came to mind once I started thinking about that:</p><p></p><p>A. Increase damage dice as follows: d4 becomes d6, d6 becomes d8, d8 becomes d12, d10 becomes 2d8, and d12 becomes 3d6 or d10+d8. Essentially, I could imagine a very satisfactory mechanic where the base long sword attack value was d12 instead of d8 .. this would really add to the "Yeah, I hit him <strong>hard</strong>!" feeling for the players. Doing it across the board makes it easy to take published monsters and convert them the same way. </p><p> - Upside: possibility of harder hits, tends to scale with level as powers start to pick up additional dice of damage at higher levels</p><p> - Downside: more variability in the amount with which people hit; in general, more randomness favors the underdog, which is the monsters. Also, the highest damage dice pick up a central tendency that they hadn't had before.</p><p></p><p>B. Add a 1[W] damage modifier into the PC's weapon output, and an extra die to each monster's attacks. Simplicity, again; again, it gives the player a "I hit him <strong>hard</strong>" moment when they roll good damage dice. </p><p> - Upside: possibility of harder hits. </p><p> - Downside: all damage dice pick up additional central tendency. Doesn't scale with level, and in fact will be less of a factor at higher levels than at lower levels. I suspect that favors the PC's, as it lessens the variability of damage dealt within an encounter.</p><p> - Mixed: This change makes Dailies and Encounters a little less powerful compared to At-Wills, relative to the base game. That could be good, making for a slightly more tactical, less formulaic game for the players; it could be bad if it slows your players down a little as they debate whether their characters' At-Will's secondary effect is worth giving up an extra die of damage. </p><p></p><p>C. Add a constant damage modifier to PC's damage output, possibly +4/+6/+8 for the three tiers.</p><p> - Upside: possibility of harder hits, and also eliminates much of the "low end" of damage. Quick and easy to deal with. </p><p> - Downsides: minimal relative to the other two.</p><p></p><p>Global downsides to all "fixes" in this area are that they start pushing everybody up towards "striker" damage, which tends to reduce the value of being a striker relative to the other major classes; also tends to reward area-effect powers, so favors controllers and spell-casting strikers such as sorcerer and warlock. </p><p></p><p>Sorry, I don't mean to hijack your thread; just musing on this topic, still.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5132537, member: 15470"] Thank you, Rachel! There's another potential approach, which I just thought of: increased damage output. Here's why I was thinking about this: in a recent Level 2 encounter, the enemy archers had a 1d10+4 attack. When this hit the defender and the monster rolled a 2, it was negligible. When this hit the bard and the monster rolled a 10, it was absolutely brutal .. well, perhaps 'cause she took two hits for a 14 and 12 points respectively, going from unbloodied to on her last legs. That got me thinking about this conversation some more, and a few things stood out: First, the "to hit" roll simply indicates "did you make contact, and find a gap in the armor?" Second, the "damage" roll indicates "how hard did you hit them". So, when that arrow rolls a 2, it was a grazing shot that scored the arm .. when that arrow rolled a 10, we imagined the arrow buried almost to the fletching in the bard's torso. Third, the "to hit" roll's feedback into "damage" is restricted to the "critical" mechanic, but there are plenty of powers, weapons, feats, and class paths which increase the chance of dealing criticals to encourage an "I hit harder" feel. Fourth, it got me thinking, if I'm reading your posts on this subject correctly, you seem to want an "all hits are hard hits" mechanic. Fifth, "grind" is an oft-complained problem at higher levels, which seems to stem from the fact that it can take a long while to whittle down the very high numbers of hit points of either the villains ([I]brute, soldier, solo, and elite, especially[/I]) or the characters, if they're losing. If that's the case .. Are we better served by reducing hit points - whether its the humanoid fix here, or the other two common fixes (HP / 2 and HP * 2 / 3) - .. or are we better served by increasing attack values? Three ideas came to mind once I started thinking about that: A. Increase damage dice as follows: d4 becomes d6, d6 becomes d8, d8 becomes d12, d10 becomes 2d8, and d12 becomes 3d6 or d10+d8. Essentially, I could imagine a very satisfactory mechanic where the base long sword attack value was d12 instead of d8 .. this would really add to the "Yeah, I hit him [b]hard[/b]!" feeling for the players. Doing it across the board makes it easy to take published monsters and convert them the same way. - Upside: possibility of harder hits, tends to scale with level as powers start to pick up additional dice of damage at higher levels - Downside: more variability in the amount with which people hit; in general, more randomness favors the underdog, which is the monsters. Also, the highest damage dice pick up a central tendency that they hadn't had before. B. Add a 1[W] damage modifier into the PC's weapon output, and an extra die to each monster's attacks. Simplicity, again; again, it gives the player a "I hit him [b]hard[/b]" moment when they roll good damage dice. - Upside: possibility of harder hits. - Downside: all damage dice pick up additional central tendency. Doesn't scale with level, and in fact will be less of a factor at higher levels than at lower levels. I suspect that favors the PC's, as it lessens the variability of damage dealt within an encounter. - Mixed: This change makes Dailies and Encounters a little less powerful compared to At-Wills, relative to the base game. That could be good, making for a slightly more tactical, less formulaic game for the players; it could be bad if it slows your players down a little as they debate whether their characters' At-Will's secondary effect is worth giving up an extra die of damage. C. Add a constant damage modifier to PC's damage output, possibly +4/+6/+8 for the three tiers. - Upside: possibility of harder hits, and also eliminates much of the "low end" of damage. Quick and easy to deal with. - Downsides: minimal relative to the other two. Global downsides to all "fixes" in this area are that they start pushing everybody up towards "striker" damage, which tends to reduce the value of being a striker relative to the other major classes; also tends to reward area-effect powers, so favors controllers and spell-casting strikers such as sorcerer and warlock. Sorry, I don't mean to hijack your thread; just musing on this topic, still. [/QUOTE]
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Preliminary idea: Humanoid monster Hit Point-shaving.
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