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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Three Fighters Walk into a Dungeon ... (a V2 Play-test)
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<blockquote data-quote="Rhenny" data-source="post: 6000031" data-attributes="member: 18333"><p>Bravo. Great report. I always like reading these, and yours was stylistic and easy to follow.</p><p></p><p>Your comments above are definitely on my mind. I haven't DMd or played the 2nd playtest package yet, but after reading it (and creating a 1st level adventure of my own for my group to play tomorrow night), I'm wary about the changes from playtest package 1 to 2 that lead to this issue.</p><p></p><p>Since the average PC has +6 (some with +7) to hit, and most of the monsters have +2 or less to hit, I'm worried that PCs won't get hit enough to make them fear. Yes, the PCs have lower hit points than first playtest, but it seems as if each battle is all or nothing, and getting hit is rare - especially for the armored PCs.</p><p></p><p>Here are some thoughts to balance this.</p><p></p><p>I'm thinking that Monster "to hit" should be boosted a bit to shrink the PC monster to hit gap.</p><p></p><p>With Monster's that are 3rd level an up, hit points should be raised (especially now that fighters apply extra damage with expertise dice.) It was really challenging and fun for my group against the Ogre in the first playtest. The Ogres in the 2nd playtest package don't seem so scary.</p><p></p><p>Perhaps PC hit points should be a little higher (especially if monsters will hit more often.).</p><p></p><p>Wizards need a way to gain AC or they walk around dungeons with a big target on their chest. Shield spell is too limited in bonus and duration. I'm a fan of Mage Armor (+4 AC) for 1 or more hours.</p><p></p><p>I'm going to see how the game plays tomorrow night, until then...happy playtesting and thanks again for posting your game experience.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6000031, member: 18333"] Bravo. Great report. I always like reading these, and yours was stylistic and easy to follow. Your comments above are definitely on my mind. I haven't DMd or played the 2nd playtest package yet, but after reading it (and creating a 1st level adventure of my own for my group to play tomorrow night), I'm wary about the changes from playtest package 1 to 2 that lead to this issue. Since the average PC has +6 (some with +7) to hit, and most of the monsters have +2 or less to hit, I'm worried that PCs won't get hit enough to make them fear. Yes, the PCs have lower hit points than first playtest, but it seems as if each battle is all or nothing, and getting hit is rare - especially for the armored PCs. Here are some thoughts to balance this. I'm thinking that Monster "to hit" should be boosted a bit to shrink the PC monster to hit gap. With Monster's that are 3rd level an up, hit points should be raised (especially now that fighters apply extra damage with expertise dice.) It was really challenging and fun for my group against the Ogre in the first playtest. The Ogres in the 2nd playtest package don't seem so scary. Perhaps PC hit points should be a little higher (especially if monsters will hit more often.). Wizards need a way to gain AC or they walk around dungeons with a big target on their chest. Shield spell is too limited in bonus and duration. I'm a fan of Mage Armor (+4 AC) for 1 or more hours. I'm going to see how the game plays tomorrow night, until then...happy playtesting and thanks again for posting your game experience. [/QUOTE]
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Three Fighters Walk into a Dungeon ... (a V2 Play-test)
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