Ashrem Bayle
Explorer
Tonight I playtested an encounter that is about to occure in my campaign.
I used the Wounds/Vitality system, along with the Armor as Damage Reduction and Class Defense options.
Pretty much, everything went great. I didn't have to adjust any CRs because of the changes and I got the result I wanted: A very hard encounter, but without a TPK. The new options really seemed to add a lot of "freshness" to the game.
The only problem I saw was that it took a very long time. Roughly, 4.5 hours for a "EL: Very Hard" encounter. I think the problem was that everyone had a hard time landing hits and it was because the Defense bonus was so high.
For example, with the standard rules, a typical kobold warrior has an AC of 15. With this system, he has a 19. Now, I already adjusted the Class Defense table to read +2, +3, +4, +5. (I figure +6 is a bit much for a 1st level fighter to start with.) However, now I'm leaning toward adjusting the starting bonuses to: +1, +2, +3, +4.
Anyone else think the bonuses are a bit high?
I used the Wounds/Vitality system, along with the Armor as Damage Reduction and Class Defense options.
Pretty much, everything went great. I didn't have to adjust any CRs because of the changes and I got the result I wanted: A very hard encounter, but without a TPK. The new options really seemed to add a lot of "freshness" to the game.
The only problem I saw was that it took a very long time. Roughly, 4.5 hours for a "EL: Very Hard" encounter. I think the problem was that everyone had a hard time landing hits and it was because the Defense bonus was so high.
For example, with the standard rules, a typical kobold warrior has an AC of 15. With this system, he has a 19. Now, I already adjusted the Class Defense table to read +2, +3, +4, +5. (I figure +6 is a bit much for a 1st level fighter to start with.) However, now I'm leaning toward adjusting the starting bonuses to: +1, +2, +3, +4.
Anyone else think the bonuses are a bit high?