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The Basic Math of D&D 5: Maximum Points
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<blockquote data-quote="YRUSirius" data-source="post: 5883161" data-attributes="member: 62341"><p>I really like the assumption that (in average) it should take 1 round for a level 1 character to kill a level 1 monster; so that 4 level 1 characters should take 2 combat rounds to mop the floor with 8 goblins (standard starter monsters that act like minions, gives me the LotR style cinematic combat narrative I'd like to have).</p><p></p><p>There can always be a tougher "monster boss" in an encounter that could drop in 3 rounds for a character of the same level.</p><p></p><p>To achieve this I'd go back to something more classic D&D. Go back to hit dice for characters and monsters.</p><p></p><p>Level 1 monsters get 1 hit dice: roll or take average to get something like a minion monster. I think that the monster's hit dice should be low (d4-d6 for the classic humanoid monsters like goblins and orcs).</p><p></p><p>Level 1 characters should get tripple max hit dice though. So in my version a fighter gets 30 + CON hitpoints (just like Star Wars: Saga Edition), because their hit dice is a d10. But a wizard gets 12 + CON hitpoints (he is no fighter afterall: hit dice d4).</p><p></p><p>Boss monsters could be normal monsters just with tripple their standard hd, or an appropriate "boss monster" for a level 1 character should be a level 3 monster (3 hit dice).</p><p></p><p>Normal weapon damage is 1 dice (d4-d12), so in average it should create the wanted effect. Spells should do 1 dice damage per character level (a level 3 wizard who casts his highest spell does 3d damage with it, small damage dice if it's an area attack, big damage dice if it's a single attack).</p><p></p><p>Class features for the fighter for example should somehow add to his average damage output as he levels. The classic method was to just give him additional attacks per round. So let's say at level 6, 12 and 18 he gets one additional free attack per round, for 4 attacks at level 18. Something like weapon specialization could increase his attack and damage for +1. Give him several weapon specializations that could stack for additional damage and attack bonus for his super specialized use of his greataxe. Something like that. Keep in mind that a fighter can attack every round but a wizard shouldn't use his best spells every round.</p><p></p><p></p><p></p><p>QUICK DIRTY FIGHTS, HERE I COME!</p><p></p><p>-YRUSirius</p></blockquote><p></p>
[QUOTE="YRUSirius, post: 5883161, member: 62341"] I really like the assumption that (in average) it should take 1 round for a level 1 character to kill a level 1 monster; so that 4 level 1 characters should take 2 combat rounds to mop the floor with 8 goblins (standard starter monsters that act like minions, gives me the LotR style cinematic combat narrative I'd like to have). There can always be a tougher "monster boss" in an encounter that could drop in 3 rounds for a character of the same level. To achieve this I'd go back to something more classic D&D. Go back to hit dice for characters and monsters. Level 1 monsters get 1 hit dice: roll or take average to get something like a minion monster. I think that the monster's hit dice should be low (d4-d6 for the classic humanoid monsters like goblins and orcs). Level 1 characters should get tripple max hit dice though. So in my version a fighter gets 30 + CON hitpoints (just like Star Wars: Saga Edition), because their hit dice is a d10. But a wizard gets 12 + CON hitpoints (he is no fighter afterall: hit dice d4). Boss monsters could be normal monsters just with tripple their standard hd, or an appropriate "boss monster" for a level 1 character should be a level 3 monster (3 hit dice). Normal weapon damage is 1 dice (d4-d12), so in average it should create the wanted effect. Spells should do 1 dice damage per character level (a level 3 wizard who casts his highest spell does 3d damage with it, small damage dice if it's an area attack, big damage dice if it's a single attack). Class features for the fighter for example should somehow add to his average damage output as he levels. The classic method was to just give him additional attacks per round. So let's say at level 6, 12 and 18 he gets one additional free attack per round, for 4 attacks at level 18. Something like weapon specialization could increase his attack and damage for +1. Give him several weapon specializations that could stack for additional damage and attack bonus for his super specialized use of his greataxe. Something like that. Keep in mind that a fighter can attack every round but a wizard shouldn't use his best spells every round. QUICK DIRTY FIGHTS, HERE I COME! -YRUSirius [/QUOTE]
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