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The final word on DPR, feats and class balance
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<blockquote data-quote="smbakeresq" data-source="post: 7444714" data-attributes="member: 28301"><p>The “balance” issue is there, but good DMing can change that. What I do is this:</p><p></p><p>First change critical hit rule to max damage dice and then whatever you rolled. So that d8+5 critical hit is 8+d8 +5. Players like it since you can’t crap out on the rare critical hit.</p><p></p><p>Second, this helps you as DM because monsters have generally more attacks then players but less actions. The monsters will get more crits in so the game is more “swingy” and thus exciting. The Frost Giant critical hit becomes 36+3d12+7, players notice. This rule closes a lot of DPM problems between monsters and players, but played still get better action economy.</p><p></p><p>Third, play monsters according to their cunning. Orcs will try to horde you, but they are experienced enough at combat for 1/2 of them to use the help action to give the other half advantage. They will try to prone you. </p><p></p><p>Trolls know they regenerate normal damage so will ignore the fighter hitting them with a non-flaming sword, take the opportunity attack, and grapple the robe wearing magic user hurting them with fire bolts.</p><p></p><p>Dragons have immense knowledge and longevity and allies, they simply won’t be surprised by PCs when in their lair at all unless it’s something like invisible, silenced and ethereal entrance. Of course to get to them there will be minions, and the green dragon will understand it’s poison breath will not hurt the party as they will have some poison mitigation, so it will have other damage types prepared for the party.</p><p></p><p>Kobolds know they are small and most adventurers are not so it’s warrens will be filled with various small tunnels for them to escape to.</p><p></p><p>As a DM use any tactic that doesn’t railroad the party. The only time to railroad the party is to have them captured alive and then they wake up in a cell or pit and have to fight their way out. See old module A4.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7444714, member: 28301"] The “balance” issue is there, but good DMing can change that. What I do is this: First change critical hit rule to max damage dice and then whatever you rolled. So that d8+5 critical hit is 8+d8 +5. Players like it since you can’t crap out on the rare critical hit. Second, this helps you as DM because monsters have generally more attacks then players but less actions. The monsters will get more crits in so the game is more “swingy” and thus exciting. The Frost Giant critical hit becomes 36+3d12+7, players notice. This rule closes a lot of DPM problems between monsters and players, but played still get better action economy. Third, play monsters according to their cunning. Orcs will try to horde you, but they are experienced enough at combat for 1/2 of them to use the help action to give the other half advantage. They will try to prone you. Trolls know they regenerate normal damage so will ignore the fighter hitting them with a non-flaming sword, take the opportunity attack, and grapple the robe wearing magic user hurting them with fire bolts. Dragons have immense knowledge and longevity and allies, they simply won’t be surprised by PCs when in their lair at all unless it’s something like invisible, silenced and ethereal entrance. Of course to get to them there will be minions, and the green dragon will understand it’s poison breath will not hurt the party as they will have some poison mitigation, so it will have other damage types prepared for the party. Kobolds know they are small and most adventurers are not so it’s warrens will be filled with various small tunnels for them to escape to. As a DM use any tactic that doesn’t railroad the party. The only time to railroad the party is to have them captured alive and then they wake up in a cell or pit and have to fight their way out. See old module A4. [/QUOTE]
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