The swinginess of low levels.

B.T.

First Post
Something that plagues low-level D&D is the swinginess of combat due to the d20 attack roll. A handful of exceptionally poor rolls can easily turn an encounter from a cakewalk to a slaughterhouse (or vice-versa). I'm fine with some degree of swinginess--it helps build tension, after all--but I find that low-level D&D is too swingy for my tastes.

Another issue that I have been trying to solve is the issue of Constitution and hit points. Adding a character's Constitution modifier each level to his hit points creates hit point bloat at later levels. Even a measley +4 bonus translates to +80 HP later on, at least in the world of 3e, and when you're dealing with monsters that have a +6 Constitution bonus...well, it just creates an arms race between damage and hitpoints while cementing Constitution as one of the most important ability scores. The solution to this one is fairly straightforward, exactly as 5e has done: add your Constitution score to your hit points at first level and leave it at that.

But this simple solution comes with a price, and that is that combat is no longer so dangerous at low levels. Even on a critical hit, a PC need not fear so greatly. An ogre--an ogre!--does a piddling 10 damage on a critical hit. A minotaur does 16. A kobold chieftain does 7.

Pathetic, quite pathetic. I struggled with much pondering on how to solve this dilemma, ranging from increasing weapon damage to adding only half a character's Constitution score to his hit points. Then a solution came to me that solve both this problem and the issue of swingy combat.

I propose that characters are allowed two kinds of attacks: a light attack and a heavy attack. Characters may make two light attacks as an action (each doing normal damage), or they may make a single heavy attack (a single attack doing double damage).

The option for two attacks gives a more predictable range of success-failure while characters can also choose to gamble and make a single, riskier attack.

TL;DR: Two normal attacks or one that does bonus damage.
 
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Or you could make it so the player always hits for max damage and the monsters only hit if it advances the story. That way you never have to worry about hit point bloat or characters dying. Just be sure not to give the monsters more than 1 hp per die.

I think for the rest of us, or at least most of us, the idea behind D&D is risk taking and the unpredictability of combat.
 

I think for the rest of us, or at least most of us, the idea behind D&D is risk taking and the unpredictability of combat.

Please don't try to speak for the silent majority; it's a weak rhetorical tactic.

And I don't want "No risk;" I want an end to "Well, you got hit once by a kobold; that's it for today's fun because a second hit will kill you!" that plagues low-level D&D adventuring.
 

High amounts of hit points can cause problems, especially if you are trying to create a more gritty, intense style of game. (They can also slow the game down a lot, by making battles last longer.) Instead of fiddling around with attacks and damage, though, it is much easier to adjust the players' hit points.

Dropping the Con bonus to hit points is one way you can do this. You can also lower the HD of each character class...fighters get d8 instead of d12, for example. You could make characters roll for hit points at first level, instead of just automatically giving them the max. Do them all at once, even.

Or you could go the opposite way, and give everyone double their Con bonus to hit points (or triple, or x100) at each level-up. You could increase everyone's HD to d12 or d20. You could automatically give everyone max HP at each level-up.

In my experience, the more hit points the party has in the party, the more invincible they feel...they are more reckless, kicking in doors and howling insults at the authorities, picking a fight with anything that moves without a moment's thought. And the fewer hit points they have, the more cautious and reserved they feel...they search everything for traps, they stop to listen at every door, they bribe the authorities, and they seek peaceful resolution with (or flee from!) everything that moves. Both are fine ways to play the game...try 'em both.
 
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I think a certain swinginess is good. I don't like the "kobold stabs you and you die" route, but I don't also like the "bah, I've got 200 more hp. I jump in the lava" route. I think a PC should be able to survive a normal (roughly equal) combat on average, but bad luck and poor tactics should be able to do in an otherwise normal PC.
 


Adding a character's Constitution modifier each level to his hit points creates hit point bloat at later levels. Even a measley +2 bonus translates to +80 HP later on, at least in the world of 3e ...
You normally play 3e up to 40th level? That'd sure make your group unusual...

1e had two interesting solutions to this:
- after name level (usually 9th) each level gave you a flat h.p. boost with no bonus (I don't like this)
- each time you were revived from death your Con. dropped by one; so if a campaign had a normal death rate Con. bonus would slowly wind down at higher levels (I like this).

I propose that characters are allowed two kinds of attacks: a light attack and a heavy attack. Characters may make two light attacks as an action (each doing normal damage), or they may make a single heavy attack (a single attack doing double damage).
How would the double damage swing interact with critical hits? Also, would monsters get this too? (non-starter if they don't)
Patryn of Elvenshae said:
Please don't try to speak for the silent majority; it's a weak rhetorical tactic.

And I don't want "No risk;" I want an end to "Well, you got hit once by a kobold; that's it for today's fun because a second hit will kill you!" that plagues low-level D&D adventuring.
That sort of thing doesn't plague low-level games, it makes them exciting. :) (besides, if you're that fragile you might want to set up the fight a bit more to your advantage...)

Also, there's a design issue that quickly crops up: if there's a safety net at very low level the higher levels - assuming consistent design - would tend to become risk-free.

Lanefan
 


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