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Switch to Forum Live View Am I the only one who sees a problem with the Hit Points?
10 months ago  ::  Aug 16, 2012 - 9:43AM #41
mellored
Date Joined: Jul 8, 2008
Posts: 19,514
8 Con wizards should be able to barely survive 1 crit.
Fighers should survive ~3 hits.

Assuming starting damage at 1d8+2 (golbin), that puts starting HP between 9 and 20.

Or con score + 1 hit die.
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my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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10 months ago  ::  Aug 16, 2012 - 9:53AM #42
channingman
Date Joined: Jan 11, 2012
Posts: 109

Aug 16, 2012 -- 9:43AM, mellored wrote:

8 Con wizards should be able to barely survive 1 crit.
Fighers should survive ~3 hits.

Assuming starting damage at 1d8+2 (golbin), that puts starting HP between 9 and 20.

Or con score + 1 hit die.




No. 8 Con wizards should *die*. They're *squishy*. They should *not* survive a crit. They should be lucky to survive a single hit. ~3-4 hp. No joke.

A fighter should be downed after 3-4 average hits. Assuming goblin (1d6-1) or Kobold slingers (1d4+1), we're looking at about 3 hp per hit, so ~11-12 hp for a fighter at lvl 1. Either way, he'll survive 2 max damage hits from either enemy.

Also, look at your numbers again. Goblins don't deal 1d8+2.

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10 months ago  ::  Aug 16, 2012 - 10:21AM #43
mellored
Date Joined: Jul 8, 2008
Posts: 19,514

Aug 16, 2012 -- 9:53AM, channingman wrote:

Aug 16, 2012 -- 9:43AM, mellored wrote:

8 Con wizards should be able to barely survive 1 crit.
Fighers should survive ~3 hits.

Assuming starting damage at 1d8+2 (golbin), that puts starting HP between 9 and 20.

Or con score + 1 hit die.


No. 8 Con wizards should *die*. They're *squishy*. They should *not* survive a crit. They should be lucky to survive a single hit. ~3-4 hp. No joke.


Strongly disagree.  Having 1/2 the HP is squishy enough.  And it's not like wizards will have god spells like 3.5.


Also, look at your numbers again. Goblins don't deal 1d8+2.


Wonder how i messed that up.  Mabey i was looking at the previous PDF.

So 8-15 HP then.

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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10 months ago  ::  Aug 16, 2012 - 10:25AM #44
channingman
Date Joined: Jan 11, 2012
Posts: 109
I'm ok with disagreeing on this point. Modular system and all. I like to feel that ever looming chance of death. And yeah, some of the Bestiary changes are fine, some of them bug me. Like the stirges.
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10 months ago  ::  Aug 16, 2012 - 10:58AM #45
VampyresThrenody
Date Joined: Oct 21, 2006
Posts: 283

Aug 16, 2012 -- 10:25AM, channingman wrote:

I'm ok with disagreeing on this point. Modular system and all. I like to feel that ever looming chance of death. And yeah, some of the Bestiary changes are fine, some of them bug me. Like the stirges.




Just curious, but how do you expect a group to go through a dungeon without encouraging the 5 minute workday when there's only enough hit points to (barely) survive a handful of attacks among the entire party?

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10 months ago  ::  Aug 16, 2012 - 11:31AM #46
onceMoreIntoBreech
Date Joined: Jul 26, 2012
Posts: 6
Unfortunately, there is a correlation in game design between hit points and damage output. I have been thinking about it for a few days now and I haven't thought of a good solution for both. Messing with the hit points necessitates messing with the damage output. It's not something that's terribly easy.
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10 months ago  ::  Aug 16, 2012 - 11:31AM #47
Ravenfire
Date Joined: Jun 18, 2001
Posts: 454

Aug 16, 2012 -- 8:46AM, Ogiwan wrote:

What about the narrative effort to get the character back into the party? I mean, unless you're playing with the Gamers ("I see your party has no wizard." "You seem trustworthy. Will you join us?") I simply can't see how the ability to rapidly replace characters has any value.


I guess it depends on your game-world view.  If it's a high fantasy LotR / Dragon Lance epic destiny kind of world, then it might be difficult. If it's more of a Lankhmar / Grognard sandbox, then it's not too hard to find someone else who wants to relieve the orcs of their silver.

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10 months ago  ::  Aug 16, 2012 - 11:39AM #48
Yuwain
Date Joined: Apr 21, 2011
Posts: 716

Aug 15, 2012 -- 6:11PM, masqueofhastur wrote:

Aug 15, 2012 -- 5:50PM, Ravenfire wrote:

Aug 15, 2012 -- 2:43PM, masqueofhastur wrote:

This is bad for the hobby as a whole. Sometimes you're lucky to get one other person to play with. The game should be playable solo.


But what seperates games like D&D from the rest is that they are social games designed for a group of players.  To be frank, if you want a solo or 2-player game you may want to find a video game or something like Magic or the new Dungeon Command minis game.





1 player and 1 DM is all you need. You only need 2 people for social interaction.





im sorry, but this just isn't your game, earlier iterations of the rules mention that a 4 player party is ideal, it is unrealistic for the rules to accomodate you when it is designed to be a 4 to 6 player game.

thats like arguing that eucher is bad because you need 4 players, it was designed that way.

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10 months ago  ::  Aug 16, 2012 - 11:40AM #49
Salla
Date Joined: Apr 3, 2003
Posts: 23,525

Aug 16, 2012 -- 11:39AM, Yuwain wrote:

im sorry, but this just isn't your game, earlier iterations of the rules mention that a 4 player party is ideal, it is unrealistic for the rules to accomodate you when it is designed to be a 4 to 6 player game.




Which just means that the design needs to change.  Like, say, if they were creating a new edition or something.

Another day, another three or four entries to my Ignore List.
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10 months ago  ::  Aug 16, 2012 - 11:44AM #50
Yuwain
Date Joined: Apr 21, 2011
Posts: 716

Aug 16, 2012 -- 10:58AM, VampyresThrenody wrote:

Aug 16, 2012 -- 10:25AM, channingman wrote:

I'm ok with disagreeing on this point. Modular system and all. I like to feel that ever looming chance of death. And yeah, some of the Bestiary changes are fine, some of them bug me. Like the stirges.




Just curious, but how do you expect a group to go through a dungeon without encouraging the 5 minute workday when there's only enough hit points to (barely) survive a handful of attacks among the entire party?





some encounters don't require monsters. traps and puzzles are by far more enjoyable than straight up monster encounters. you should be making the encounters memorable. also consider placing player boons in the dungon crawl, alters and pools of water that heal, that sort of thing, you will end up with an adventure that is much more interesting.

back that up with making it so that the players can't just grab a 5min workday, haunt their dreams and deny the bonus, assult their camp at night if it is poorly placed, make them careful about where they rest.

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