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Some random house rules for things that bothered me
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<blockquote data-quote="Li Shenron" data-source="post: 7461803" data-attributes="member: 1465"><p>My personal preference on how I'd handle those problems:</p><p></p><p>1) I wouldn't change the ability scores of the monster, since they have other repercussion. If you want more damage, I would just <strong>add more damage dice</strong>. This is a very simple and self-contained change that directly achieves the wanted outcome (more damage) without other consequences. In our games, what has been scary about monsters with multiple damage dice is <em>critical hits</em>, because as you know only the damage dice are multiplied in that case: the otherwise boring Ogre scared our PCs (at low levels, of course) because the longer the combat dragged on, the higher the chance of the Ogre scoring a critical (at least one of our character was nearly killed by massive damage this way, and was saved by 1hp only!)</p><p></p><p>2) Rarity and utility are not proportional by default, so if you don't like their combination you can always change an item's rarity (easiest fix) or modify the item's properties (more interesting). Also, rarity really only comes into play when rolling for random treasure, which is not mandatory. As soon as you roll for a Holy Avenger, your party has one of them: who cares then what is the official 'rarity' of Holy Avengers? What matters is whether the PCs have it or not.</p><p></p><p>3) You could just bring back the concept of <strong>masterwork</strong> weapons. I don't know why it was cut from 5e.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7461803, member: 1465"] My personal preference on how I'd handle those problems: 1) I wouldn't change the ability scores of the monster, since they have other repercussion. If you want more damage, I would just [B]add more damage dice[/B]. This is a very simple and self-contained change that directly achieves the wanted outcome (more damage) without other consequences. In our games, what has been scary about monsters with multiple damage dice is [I]critical hits[/I], because as you know only the damage dice are multiplied in that case: the otherwise boring Ogre scared our PCs (at low levels, of course) because the longer the combat dragged on, the higher the chance of the Ogre scoring a critical (at least one of our character was nearly killed by massive damage this way, and was saved by 1hp only!) 2) Rarity and utility are not proportional by default, so if you don't like their combination you can always change an item's rarity (easiest fix) or modify the item's properties (more interesting). Also, rarity really only comes into play when rolling for random treasure, which is not mandatory. As soon as you roll for a Holy Avenger, your party has one of them: who cares then what is the official 'rarity' of Holy Avengers? What matters is whether the PCs have it or not. 3) You could just bring back the concept of [B]masterwork[/B] weapons. I don't know why it was cut from 5e. [/QUOTE]
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