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Start high, build slow HP tweak
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<blockquote data-quote="Palocles" data-source="post: 5964508" data-attributes="member: 6696154"><p>Thanks for the interesting comments everyone.</p><p> </p><p>I'll address a few points in order, hopefully don't miss anythign important.</p><p> </p><p>N'raac; I imagine that changing the HP of every monster to be an arduous task that's best avoided. My thought was that it would be simpler to consider the PCs (of 14th lvl, eg.) to be of a lower level for the CR on the monsters (ie. CR 10).</p><p></p><p>That way they will fight 'less powerful' monsters longer and there is no hassle with gimping monsters HP. Likewise they wouldn't be increased for their first HD either. The monsters stay the same but are effectively higher CR.</p><p> </p><p>Udalrich; those are things i'm particularly interested in as the effect could be quite dramatic and unbalancing. As long as the PC classes stay relatively balanced then it doesn't matter as much if the balance between PCs and monsters shift as you can change their CRs, as i said above.</p><p> </p><p>Anguish; The point was not really to make falling more deadly, that could be easily aachieved by telling a player whose character has fallen 200 feet that their spine, pelvis, a couple of leg bones and a couple of arms and ribs are broken and they can't move because of the pain, oh yeah, now the scavengers at the bottom of the cliff are coming for a bite.</p><p> </p><p>The idea was to make everything more dangerous or more accurately, the PCs less bullet proof. All those things you mentioned that PCs can get away with now, i would like to see them less able to get away with. A lightning bolt should be deadly at any level as should repeated whacks with a warhammer or being eaten whole.</p><p> </p><p>So what you and Udalrich mention about extra damage weapons and spells, is it going to upset the balance between melee classes and magic classes? (I know it will, but will it be by a game breakable amount?)</p><p> </p><p>The goal is to encourage creativity when approaching situations and encounters. They PCs<em> could</em> still win a straight up fight be dealing damage if they're lucky but is it worth the risk of dieing, which is a higher risk now?</p><p> </p><p>And yes, some people have been lucky enough to survive falls from crazy heights (parachutes failing, etc) and other deadly injuries but those situations would have extraordinary circumstances contributing. A fall into a swamp would be much less dangerous (just the fall) than one onto concrete or rocks, for example.</p><p> </p><p>Wik; i saw your method in another thread. It's quite similar but i don't actually want to make Con less important, but i realise this could make it much more important which i also don't want. I think all the stats should be equally important, even though they aren't. With low HP Str and Dex for attacks and AC is still important, as are the magic affecting mental stats.</p><p> </p><p>I'm not planning on doing E6 but i do like the idea. If i had plenty of time to play and players keen to give everything a try i'd give it a go.</p></blockquote><p></p>
[QUOTE="Palocles, post: 5964508, member: 6696154"] Thanks for the interesting comments everyone. I'll address a few points in order, hopefully don't miss anythign important. N'raac; I imagine that changing the HP of every monster to be an arduous task that's best avoided. My thought was that it would be simpler to consider the PCs (of 14th lvl, eg.) to be of a lower level for the CR on the monsters (ie. CR 10). That way they will fight 'less powerful' monsters longer and there is no hassle with gimping monsters HP. Likewise they wouldn't be increased for their first HD either. The monsters stay the same but are effectively higher CR. Udalrich; those are things i'm particularly interested in as the effect could be quite dramatic and unbalancing. As long as the PC classes stay relatively balanced then it doesn't matter as much if the balance between PCs and monsters shift as you can change their CRs, as i said above. Anguish; The point was not really to make falling more deadly, that could be easily aachieved by telling a player whose character has fallen 200 feet that their spine, pelvis, a couple of leg bones and a couple of arms and ribs are broken and they can't move because of the pain, oh yeah, now the scavengers at the bottom of the cliff are coming for a bite. The idea was to make everything more dangerous or more accurately, the PCs less bullet proof. All those things you mentioned that PCs can get away with now, i would like to see them less able to get away with. A lightning bolt should be deadly at any level as should repeated whacks with a warhammer or being eaten whole. So what you and Udalrich mention about extra damage weapons and spells, is it going to upset the balance between melee classes and magic classes? (I know it will, but will it be by a game breakable amount?) The goal is to encourage creativity when approaching situations and encounters. They PCs[I] could[/I] still win a straight up fight be dealing damage if they're lucky but is it worth the risk of dieing, which is a higher risk now? And yes, some people have been lucky enough to survive falls from crazy heights (parachutes failing, etc) and other deadly injuries but those situations would have extraordinary circumstances contributing. A fall into a swamp would be much less dangerous (just the fall) than one onto concrete or rocks, for example. Wik; i saw your method in another thread. It's quite similar but i don't actually want to make Con less important, but i realise this could make it much more important which i also don't want. I think all the stats should be equally important, even though they aren't. With low HP Str and Dex for attacks and AC is still important, as are the magic affecting mental stats. I'm not planning on doing E6 but i do like the idea. If i had plenty of time to play and players keen to give everything a try i'd give it a go. [/QUOTE]
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