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*Pathfinder & Starfinder
Reducing PC HP for more challenging fights? By how much? (Shorter fights problem.)
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<blockquote data-quote="keterys" data-source="post: 4931259" data-attributes="member: 43019"><p>A +7 to hit at 1st level is pretty common. A normal AC for a monster at 1st level is 15. So, a bit better than that.</p><p></p><p></p><p></p><p>Umm, what? 1d10+5(Stat)+3(Enh)+2(Feat)+2(Item/Feat/Misc) nets you 17.5 conservatively. Ignoring encounter powers (you've got 4, after all) which would make that 2d10+12 or 23 damage, at least. Nevermind striker bonuses, bonuses from allies (my warlord, for example, gives out +5 or +6 damage for multiple rounds each combat), some of the more broken items like reckless + bloodclaw, etc.</p><p></p><p>I DM an 11th level game and play a 10th and 2 12ths in other games, and the average damage is about 30 from what I've observed... and if I excluded one game of all halflings where no one is really trying, it'd probably be more. </p><p></p><p>For example, my warlord's strike deals 2d10+22 and gives everyone a +6 damage bonus against his target. Very few creatures survive the round. On an elite, I might add Inspired Belligerence for CA and +5 damage. His War of Attrition is 2d10+22 and everyone gets +5 attack and damage with at-wills. The rogue in his group deals ~1d8+3d8+23 with Sly Flourish, so about 46/47 damage after any one of my buffs, and he very rarely misses. The fighter I think does 2d6b1+26 with brash strike, which is about 40 damage with my buff... stuff dies very, very quickly.</p><p></p><p></p><p></p><p>Looks a lot different when you make that 4 hits and correct the 11+ mistake from the start. The hit drift still exists, though. Area and close attacks are a lot more common at paragon than at 1st, though, so you do get to hit multiple enemies a lot which often speeds things up. </p><p></p><p>Interestingly, you gain 3 encounter powers going from 1st through 11th, so combats increasing a round is pretty acceptable to me. It's more than that that I'm iffy on.</p><p> </p><p></p><p></p><p>I'm seeing 5 round paragon combats now, often enough... the worst so far was an 8 round fight against a room full of trolls. And I do mean _full_. They healed sooooo much. Just one source of fire damage, single target. Ick.</p><p></p><p></p><p></p><p>My warlord did one paragon adventure (widely considered a tough one by LFR standards, CORE1-14) in which he never once needed to throw a healing power. In fact, I only threw a single healing word the entire game to give someone +2 attack and +5 damage (Battlelord of Kord)... it healed all 5 damage on the character (of the surge + 3d6 + 7 it could heal).</p><p> </p><p></p><p></p><p></p><p>Agreed. Stupid math drift, making people spend feats to fix it is awful. That said, what's your opinion on the +4 defense feats? </p><p></p><p> </p><p></p><p>Eh... this makes mulitattack powers even better than they already are. For example, +15 damage per hit nets Twin Strike the equivalent of 3W, making it better than some epic encounter, and even daily, powers. Not that it wasn't really already, but stake in the heart. Reducing hp does this just as well as adding damage. Adding damage once per round would also work, but frankly it'd be more complex and a bit of a pain.</p><p></p><p> </p><p></p><p></p><p>Limits on daily magic items causes a bunch of problems at higher levels, when you can buy lvl 2-10 items for their daily powers and use them over and over.</p></blockquote><p></p>
[QUOTE="keterys, post: 4931259, member: 43019"] A +7 to hit at 1st level is pretty common. A normal AC for a monster at 1st level is 15. So, a bit better than that. Umm, what? 1d10+5(Stat)+3(Enh)+2(Feat)+2(Item/Feat/Misc) nets you 17.5 conservatively. Ignoring encounter powers (you've got 4, after all) which would make that 2d10+12 or 23 damage, at least. Nevermind striker bonuses, bonuses from allies (my warlord, for example, gives out +5 or +6 damage for multiple rounds each combat), some of the more broken items like reckless + bloodclaw, etc. I DM an 11th level game and play a 10th and 2 12ths in other games, and the average damage is about 30 from what I've observed... and if I excluded one game of all halflings where no one is really trying, it'd probably be more. For example, my warlord's strike deals 2d10+22 and gives everyone a +6 damage bonus against his target. Very few creatures survive the round. On an elite, I might add Inspired Belligerence for CA and +5 damage. His War of Attrition is 2d10+22 and everyone gets +5 attack and damage with at-wills. The rogue in his group deals ~1d8+3d8+23 with Sly Flourish, so about 46/47 damage after any one of my buffs, and he very rarely misses. The fighter I think does 2d6b1+26 with brash strike, which is about 40 damage with my buff... stuff dies very, very quickly. Looks a lot different when you make that 4 hits and correct the 11+ mistake from the start. The hit drift still exists, though. Area and close attacks are a lot more common at paragon than at 1st, though, so you do get to hit multiple enemies a lot which often speeds things up. Interestingly, you gain 3 encounter powers going from 1st through 11th, so combats increasing a round is pretty acceptable to me. It's more than that that I'm iffy on. I'm seeing 5 round paragon combats now, often enough... the worst so far was an 8 round fight against a room full of trolls. And I do mean _full_. They healed sooooo much. Just one source of fire damage, single target. Ick. My warlord did one paragon adventure (widely considered a tough one by LFR standards, CORE1-14) in which he never once needed to throw a healing power. In fact, I only threw a single healing word the entire game to give someone +2 attack and +5 damage (Battlelord of Kord)... it healed all 5 damage on the character (of the surge + 3d6 + 7 it could heal). Agreed. Stupid math drift, making people spend feats to fix it is awful. That said, what's your opinion on the +4 defense feats? Eh... this makes mulitattack powers even better than they already are. For example, +15 damage per hit nets Twin Strike the equivalent of 3W, making it better than some epic encounter, and even daily, powers. Not that it wasn't really already, but stake in the heart. Reducing hp does this just as well as adding damage. Adding damage once per round would also work, but frankly it'd be more complex and a bit of a pain. Limits on daily magic items causes a bunch of problems at higher levels, when you can buy lvl 2-10 items for their daily powers and use them over and over. [/QUOTE]
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Reducing PC HP for more challenging fights? By how much? (Shorter fights problem.)
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