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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Reducing Monster Hit Points?
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<blockquote data-quote="Ceraus" data-source="post: 4633152" data-attributes="member: 76818"><p>Yeah, the Solo damage my method produces is scary. A quick fix would be to multiply the bonus damage by 1.5 for Elites and 2.5 for Solos. Any less would not compensate sufficiently for the HP loss.</p><p></p><p>I strongly stand by my minion suggestion as a quick fix to their uselessness <u>for anyone</u>. Even though it allows them to drop a player really fast with teamwork, it's not worse than at 1st level.</p><p></p><p><span style="font-size: 9px">(A complete minion fix would entail reducing the resulting damage to about 75% and give minions a shared "HP bank". A minion has 1/4 its equivalent Standard monster's HP. When a minion takes damage -- up to its max HP -- note it. Damage is always applied normally, with no reserves about needing to hit and automatic damage. Whenever the total noted damage passes the minion max HP, take a minion out of the fight. I'd go on, but this is neither the place, the time nor the size.)</span></p><p></p><p>My suggested changes might seem really complicated, but they're adapted from my monster creation rules, where I use lower HP per level and my own damage tracks. I consider low level monsters to have almost the right balance but high level ones to have too much HP and not deal enough damage. While the changes I outlined take a long time to apply to existing monsters, at least they take a shorter time when I'm building new enemies. The changes also bring every monster closer to its role and elite-ness and bridge part of the unbalance gaps. As an answer to the thread's outlined problem, I might have gone slightly overboard, though.</p><p></p><p>Last comment:</p><p></p><p><span style="font-size: 12px"><strong>-25% monster HP / +33% monster damage <u>works.</u></strong></span></p><p></p><p>Although it does nothing to correct the fact that monster HP raises too fast while their damage can't keep up (OK, last time I mention that), <u>it is entirely balanced</u> with the current rules. It might also be enough of a change for your group.</p><p></p><p>HP will be easy enough to modify, and for damage, just add to each attack 1/3 its expected damage. Note, however, that critical hits won't follow (which might not bother you anyway) and ongoing damage needs a 33% bump too.</p></blockquote><p></p>
[QUOTE="Ceraus, post: 4633152, member: 76818"] Yeah, the Solo damage my method produces is scary. A quick fix would be to multiply the bonus damage by 1.5 for Elites and 2.5 for Solos. Any less would not compensate sufficiently for the HP loss. I strongly stand by my minion suggestion as a quick fix to their uselessness [U]for anyone[/U]. Even though it allows them to drop a player really fast with teamwork, it's not worse than at 1st level. [SIZE="1"](A complete minion fix would entail reducing the resulting damage to about 75% and give minions a shared "HP bank". A minion has 1/4 its equivalent Standard monster's HP. When a minion takes damage -- up to its max HP -- note it. Damage is always applied normally, with no reserves about needing to hit and automatic damage. Whenever the total noted damage passes the minion max HP, take a minion out of the fight. I'd go on, but this is neither the place, the time nor the size.)[/SIZE] My suggested changes might seem really complicated, but they're adapted from my monster creation rules, where I use lower HP per level and my own damage tracks. I consider low level monsters to have almost the right balance but high level ones to have too much HP and not deal enough damage. While the changes I outlined take a long time to apply to existing monsters, at least they take a shorter time when I'm building new enemies. The changes also bring every monster closer to its role and elite-ness and bridge part of the unbalance gaps. As an answer to the thread's outlined problem, I might have gone slightly overboard, though. Last comment: [SIZE="3"][B]-25% monster HP / +33% monster damage [U]works.[/U][/B][/SIZE] Although it does nothing to correct the fact that monster HP raises too fast while their damage can't keep up (OK, last time I mention that), [U]it is entirely balanced[/U] with the current rules. It might also be enough of a change for your group. HP will be easy enough to modify, and for damage, just add to each attack 1/3 its expected damage. Note, however, that critical hits won't follow (which might not bother you anyway) and ongoing damage needs a 33% bump too. [/QUOTE]
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Reducing Monster Hit Points?
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