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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Reducing Monster Hit Points?
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<blockquote data-quote="MasterGarrow05" data-source="post: 4632300" data-attributes="member: 57481"><p>I believe I've seen the suggestion to halve monster hit points in an attempt to speed up combat. I've taken most of the other suggestions on these boards, and want to try something else. Has anyone actually tried this? Does it work?</p><p> </p><p>I think the counterbalance was to up enemy damage. I've been wondering how much extra damage. </p><p> </p><p>The point is to try to keep as many other things balanced as possible. So I want each combat to take about as much out of the PCs as possible, and be able to justify the normal amount of experience.</p><p> </p><p>So. . . logically, it sounds like if you halve the hit points of creatures, you halve their time in combat, and you halve the damage they will inflict on the PCs. So. . . it follows that if I halve their hit points I could balance that out by doubling their damage.</p><p> </p><p>This sounds pretty swingy to me though. Not only will most non-elite or non-solo creatures be able to be taken down in one round easy, but a hit with a creature's "encounter" or powerful attack could devestate a PC a little too much if doubled.</p><p> </p><p>My thoughts then go to something like using 75% or monster hit points instead of half, or just adding 5 damage per enemy hit at heroic, 10 at paragon, and 15 at epic. Maybe even as much as 10 extra damage per hit at heroic, 20 at paragon, and 15 at epic.</p><p> </p><p>Please give me some input or advice on what to, especially if anyone has practical experience actually implementing similar changes. Also, if anyone has a link to a thread that discusses such a change, I would appreciate it.</p><p> </p><p>We have 6 PCs and there simply needs to be a drastic reduction in combat time for us to get enough role-playing and story-based time into our sessions.</p><p> </p><p>Thank you in advance.</p></blockquote><p></p>
[QUOTE="MasterGarrow05, post: 4632300, member: 57481"] I believe I've seen the suggestion to halve monster hit points in an attempt to speed up combat. I've taken most of the other suggestions on these boards, and want to try something else. Has anyone actually tried this? Does it work? I think the counterbalance was to up enemy damage. I've been wondering how much extra damage. The point is to try to keep as many other things balanced as possible. So I want each combat to take about as much out of the PCs as possible, and be able to justify the normal amount of experience. So. . . logically, it sounds like if you halve the hit points of creatures, you halve their time in combat, and you halve the damage they will inflict on the PCs. So. . . it follows that if I halve their hit points I could balance that out by doubling their damage. This sounds pretty swingy to me though. Not only will most non-elite or non-solo creatures be able to be taken down in one round easy, but a hit with a creature's "encounter" or powerful attack could devestate a PC a little too much if doubled. My thoughts then go to something like using 75% or monster hit points instead of half, or just adding 5 damage per enemy hit at heroic, 10 at paragon, and 15 at epic. Maybe even as much as 10 extra damage per hit at heroic, 20 at paragon, and 15 at epic. Please give me some input or advice on what to, especially if anyone has practical experience actually implementing similar changes. Also, if anyone has a link to a thread that discusses such a change, I would appreciate it. We have 6 PCs and there simply needs to be a drastic reduction in combat time for us to get enough role-playing and story-based time into our sessions. Thank you in advance. [/QUOTE]
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