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General Tabletop Discussion
*TTRPGs General
Removing Multiple Attacks: What changes must be done to monsters?
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<blockquote data-quote="Flynn" data-source="post: 3502531" data-attributes="member: 1836"><p>I appreciate the input, but maybe I miscommunicated something in my first post. For that, I apologize. I'm actually talking about doing this with my next D&D-esque fantasy campaign, so droids are not actually part of the equation at the moment. I'm talking the usual run of fantasy beasts and baddies, like dragons, grey renders, trolls, aboleths, fiends, and so on and so forth.</p><p></p><p>The problem I see is that, on the average, characters will inflict less damage per round. So I get faster play in terms of rounds, but somewhat less effective characters overall in terms of standard v3.5 damage dealing. I am wondering what to do in order to compensate for that in terms of monster stats, so that I don't have players coming back and saying that I'm penalizing them, etc., ad nauseum, without making appropriate changes to the monsters to help balance them out.</p><p></p><p>I mean, back in 1st and 2nd Editions, we didn't add anything to damage as we went up in level, and we had a great amount of fun in our games. D20 monsters are built on different assumptions, though, and I want to make sure that I scale them back appropriately to account for this change in game mechanics.</p><p></p><p>There may be other issues involved in making this decision, too, and I'm trying to find out what others think those issues might be in regards to monsters with removing iterative attacks from a fantasy campaign.</p><p></p><p>Thanks for the comment, though. It's good to know that someone has read the thread and felt motivated to respond.</p><p></p><p>With Much Appreciation,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3502531, member: 1836"] I appreciate the input, but maybe I miscommunicated something in my first post. For that, I apologize. I'm actually talking about doing this with my next D&D-esque fantasy campaign, so droids are not actually part of the equation at the moment. I'm talking the usual run of fantasy beasts and baddies, like dragons, grey renders, trolls, aboleths, fiends, and so on and so forth. The problem I see is that, on the average, characters will inflict less damage per round. So I get faster play in terms of rounds, but somewhat less effective characters overall in terms of standard v3.5 damage dealing. I am wondering what to do in order to compensate for that in terms of monster stats, so that I don't have players coming back and saying that I'm penalizing them, etc., ad nauseum, without making appropriate changes to the monsters to help balance them out. I mean, back in 1st and 2nd Editions, we didn't add anything to damage as we went up in level, and we had a great amount of fun in our games. D20 monsters are built on different assumptions, though, and I want to make sure that I scale them back appropriately to account for this change in game mechanics. There may be other issues involved in making this decision, too, and I'm trying to find out what others think those issues might be in regards to monsters with removing iterative attacks from a fantasy campaign. Thanks for the comment, though. It's good to know that someone has read the thread and felt motivated to respond. With Much Appreciation, Flynn [/QUOTE]
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Removing Multiple Attacks: What changes must be done to monsters?
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