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*Pathfinder & Starfinder
The ethics of ... death
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6156146" data-attributes="member: 5143"><p>The real problem is this makes it kind of impossible to balance these monsters and estimate their difficulty.</p><p></p><p>Let's assume all level 5 monsters have about a 20% chance of defeating anyone in a party of level 5 PCs. A level 5 monster who has a SOD effect that works 50% of the time and can be used each round now has a much better chance to kill a level 5 PC. Does that make it no longer a level 5 monster? Does that make it a level 8 monster?</p><p></p><p>Now, let's assume we use that monster against level 8 characters. Let's assume that level 8 monsters should also defeat a level 8 PC about 20% of the time. If the SOD still works 50% of the time, it's not a level 8 monster either. Let's assume that as the PCs gain levels the SOD works less often. How much less often? If it works only 20% of the time, it's still more likely to cause a PC death if it survives longer than a round.</p><p></p><p>This also destroys the pacing of encounters. If you run up against a much higher level encounter, most of the time there is at least a round or two to realize how much more powerful they are than you and give you a chance to enact an escape plan of some sort. Most enemies with SODs don't give you that chance. You see them and suddenly you're making Saving Throws. It's possible 2 or 3 people die long before you realize the monster is too dangerous for you.</p><p></p><p>The same thing happens in reverse. Say you are 20th level and you fight a level 1 monster. It's so weak that you should be able to beat it with a 0% chance of dying. However, it has a SOD and you can always fail if you roll a 1. So this monster is now WAY more powerful than every other monster of its level. 20 of these level 1 monsters now guarantee your death. While it's possible that 20 level 10 monsters couldn't even cause a dent.</p><p></p><p>Essentially, it makes these monsters impossible to figure out an approximate power level for.</p><p></p><p>I don't think it's a BAD mechanic. However, I do believe that it is an inconsistent mechanic with the rest of the rules. Hitpoints are there in order to be able to have a system where we can see death approaching and allow it to creep up on us over time. It allows tactical considerations when a monster hits you for 10 and someone else for 15, and someone else for 12, you now know it's average damage and can look at your 50 hitpoints and say "Alright, he can hit me about 4 times before I go down. If I don't think I can beat it in 4 rounds then I have to get it to split up it's attacks somehow or put up a shield that deflects some of the damage or I'll need a heal before the 4th round. If I can't do that then know it's too powerful for us and I should run".</p><p></p><p>SODs don't allow the same considerations and therefore remove the entire purpose of HP. It lacks consistency and therefore can often feel like a different game. One that feels more like gambling where you can't affect the odds. It's just a matter of picking up the dice and hoping it rolls well.</p><p></p><p>Though, I don't think "playing a different game" from time to time is necessarily that bad. But you certainly have to have some sort of special difficulty rating for SOD creatures that is completely different than all other creatures. Something that says "This monster is unpredictable and will randomly kill PCs. They don't have the combat effectiveness of a level 5 monster, however, they have the hitpoints and AC of a one."</p><p></p><p>Now, I understand you don't like predictability in your game, so I know this isn't even an issue for you.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6156146, member: 5143"] The real problem is this makes it kind of impossible to balance these monsters and estimate their difficulty. Let's assume all level 5 monsters have about a 20% chance of defeating anyone in a party of level 5 PCs. A level 5 monster who has a SOD effect that works 50% of the time and can be used each round now has a much better chance to kill a level 5 PC. Does that make it no longer a level 5 monster? Does that make it a level 8 monster? Now, let's assume we use that monster against level 8 characters. Let's assume that level 8 monsters should also defeat a level 8 PC about 20% of the time. If the SOD still works 50% of the time, it's not a level 8 monster either. Let's assume that as the PCs gain levels the SOD works less often. How much less often? If it works only 20% of the time, it's still more likely to cause a PC death if it survives longer than a round. This also destroys the pacing of encounters. If you run up against a much higher level encounter, most of the time there is at least a round or two to realize how much more powerful they are than you and give you a chance to enact an escape plan of some sort. Most enemies with SODs don't give you that chance. You see them and suddenly you're making Saving Throws. It's possible 2 or 3 people die long before you realize the monster is too dangerous for you. The same thing happens in reverse. Say you are 20th level and you fight a level 1 monster. It's so weak that you should be able to beat it with a 0% chance of dying. However, it has a SOD and you can always fail if you roll a 1. So this monster is now WAY more powerful than every other monster of its level. 20 of these level 1 monsters now guarantee your death. While it's possible that 20 level 10 monsters couldn't even cause a dent. Essentially, it makes these monsters impossible to figure out an approximate power level for. I don't think it's a BAD mechanic. However, I do believe that it is an inconsistent mechanic with the rest of the rules. Hitpoints are there in order to be able to have a system where we can see death approaching and allow it to creep up on us over time. It allows tactical considerations when a monster hits you for 10 and someone else for 15, and someone else for 12, you now know it's average damage and can look at your 50 hitpoints and say "Alright, he can hit me about 4 times before I go down. If I don't think I can beat it in 4 rounds then I have to get it to split up it's attacks somehow or put up a shield that deflects some of the damage or I'll need a heal before the 4th round. If I can't do that then know it's too powerful for us and I should run". SODs don't allow the same considerations and therefore remove the entire purpose of HP. It lacks consistency and therefore can often feel like a different game. One that feels more like gambling where you can't affect the odds. It's just a matter of picking up the dice and hoping it rolls well. Though, I don't think "playing a different game" from time to time is necessarily that bad. But you certainly have to have some sort of special difficulty rating for SOD creatures that is completely different than all other creatures. Something that says "This monster is unpredictable and will randomly kill PCs. They don't have the combat effectiveness of a level 5 monster, however, they have the hitpoints and AC of a one." Now, I understand you don't like predictability in your game, so I know this isn't even an issue for you. [/QUOTE]
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