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10 months ago ::
Aug 25, 2012 - 9:12AM
#1
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Date Joined:
May 25, 2012
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In general I agree that first level hitpoints being lower in the second playtest is a semi-horrible idea.
With this system two out of three players took survivor and the third player watched two fights after being one-shot dropped in the first action. Both times by someone weilding a hand crossbow.
Perhaps this also just stresses the absolute need for a healing cleric in the party since that's recoverable with a cleric.
But having to always have a cleric or to force everyone to take survivor limits the options a bit. (it may help when taking survivor is not an every 2 levels toughness but when it is more open)
Now let's look at damage potential vs hp.
A fighter survivalist could have 19 hp (22 with rolling)
A sneak attack from a katana (or halfling with sling/short sword) will do d8+4 + 2d6 (7-24) and could drop the toughest level 1 character in the game.
A fighter with a 2 handed weapon can do almost as much without the sneak 2d6 + 4 + d6 expertise. 7-22 will also drop the toughest character.
Any of the pregens can be dropped by: eldritch blast of 3d6 sneak attack of d8 +4 + 2d6 THF fighter 2d6+4 + d6 THF sorcerer with 2d6 + 4 + 2 (dragon out of willpower claws) searing light or inflict light wounds of 3d8
(most can even be dropped by the wizards burning hands 4d4 or shocking grasp d8+4)
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10 months ago ::
Aug 25, 2012 - 9:16AM
#2
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Date Joined:
Jun 22, 2012
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because the idea is for players to not be undefeatable immortals at 1st level. as a first level adventurer, you have only just mastered your craft and are just now venturing out into the wilds. the idea is that as you gain experience through your battles and your travels, you develop yourself and your skills.
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10 months ago ::
Aug 25, 2012 - 12:06PM
#3
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Date Joined:
Feb 10, 2007
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I see no problem with any of the problems the OP brings up. Being able to be killed by an attack that is designed to kill you is not a problem.
Wanting a 1st level character to be superman is.
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10 months ago ::
Aug 25, 2012 - 12:28PM
#4
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Date Joined:
Aug 26, 2007
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Just finished a play test last night. One dwarf fighter and human cleric, we fought 4encounter, each had two gnolls making the first three fights "tough" for our level. Then the last fight was 4 gnolls. We moped the floor, not taking any damage untill the last fight. We stealth and got a surprise round in every fight except the last, so using tactics and your head matters, which is apps for the game. Inthe last fight, dwarf almost went down twice, but clerical healing kept me alive (I did have toughness for the dwarf but it didn't matter cause the clic was going right after me, so even if I went down without those extra HPs the cleric would have brought back right away, so it didn't really help much, tis time).
After the game, cleric had used up her two spells, but still had one channel divinity left. We did pretty awesome but we were lucky, getting crits and surprise a lot. If the earlyt three fights did not go so well we would have been in trouble for the last fight. Then again, this was abit above our challenge rating. The xp we got was 1800 each, which almost leveld us to level three.
So, I would say its not so bad. You can die if your not careful, you have to think about what you are doing, and not just charge into rooms. If I had played the human rogue I made, we would have had different tactics. More hit and run, to lure them into a trap, things like that. Also, it seems youwill level pretty fast, so you won't be this vulnerable for long. My dwarf now has 27 instead of 17 HPs and the cleric has 17 instead of 10 with an extra heal spell. So I think next session we should be good to go. If we were fighting more level appropriatemonsters such as kobolds and goblins, the risk of being killed would have been much lower as they only do about d6-1 damage instead of the gnolls 1d8+2/6.
The original posts shows that a p v p would be like rocket tag, but that is not really in the spirit of the game. If players want p v p in their game that's fine, but p v p fights are going to new a lot different from fighting a band of kobolds by the nature of all the pc special abilities.
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10 months ago ::
Aug 25, 2012 - 12:30PM
#5
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Date Joined:
Jul 31, 2007
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In general I agree that first level hitpoints being lower in the second playtest is a semi-horrible idea.
With this system two out of three players took survivor and the third player watched two fights after being one-shot dropped in the first action. Both times by someone weilding a hand crossbow.
Perhaps this also just stresses the absolute need for a healing cleric in the party since that's recoverable with a cleric.
But having to always have a cleric or to force everyone to take survivor limits the options a bit. (it may help when taking survivor is not an every 2 levels toughness but when it is more open)
Now let's look at damage potential vs hp.
A fighter survivalist could have 19 hp (22 with rolling)
A sneak attack from a katana (or halfling with sling/short sword) will do d8+4 + 2d6 (7-24) and could drop the toughest level 1 character in the game.
A fighter with a 2 handed weapon can do almost as much without the sneak 2d6 + 4 + d6 expertise. 7-22 will also drop the toughest character.
Any of the pregens can be dropped by: eldritch blast of 3d6 sneak attack of d8 +4 + 2d6 THF fighter 2d6+4 + d6 THF sorcerer with 2d6 + 4 + 2 (dragon out of willpower claws) searing light or inflict light wounds of 3d8
(most can even be dropped by the wizards burning hands 4d4 or shocking grasp d8+4)
This idea is VERY insistant on being thrown around. One of the important considerations is that the enemies you are supposed to be fighting aren't built like you. They are built without the BAB and MAB that player characters get. They're far less accurate at the same level as a whole. Add to this that you will not see a level 1 warlock PC as a 'level 1' monster because they do far too much damage to fit in to that slot. They should most likely sit as a lvl 2 or higher monster regardless of level. Maybe just mark Player Character style NPCs/monsters as a level higher then they are for XP and what not.
The party is designed to fight groups of goblins and kobolds, not groups like themselves.
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10 months ago ::
Aug 25, 2012 - 12:32PM
#6
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because the idea is for players to not be undefeatable immortals at 1st level. as a first level adventurer, you have only just mastered your craft and are just now venturing out into the wilds. the idea is that as you gain experience through your battles and your travels, you develop yourself and your skills.
I see no problem with any of the problems the OP brings up. Being able to be killed by an attack that is designed to kill you is not a problem.
Wanting a 1st level character to be superman is.
The real starting level for 75+% of all 2e and 3e games was actually somewhere between 3rd and 6th level. Very few people (pretty much just people like those that commented above) actually wanted to play at level 1 because of how obnoxiously swingy it was. Don't get me wrong, I have no problem with danger--I want the game to be dangerous, but people should get at least one strike before they're out.
So, yeah, if they're going to keep the HP that low so a single attack can take you out, that's fine, but they need to somehow change the default assumption about starting level from 1st to at least 3rd.
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10 months ago ::
Aug 25, 2012 - 12:36PM
#7
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Every PC should be able to suvive 1 crit from an at-level monster.
guides
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my builds
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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 25, 2012 - 12:46PM
#8
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Date Joined:
Aug 26, 2007
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Every PC should be able to suvive 1 crit from an at-level monster.
As long as the crit dos not take the wizard to negative con score and some one can heal him or he passes three saves, he will live. Crit is pointless unless it is scary, and wizards have no business being in the front ranks, taking crits any way. In the play test I did the cleric did not get attacked once cause the fighter was always in front of her, and she just used radiant lance, or whatever it is. Working together and using tactics goes along way. (and a goblin crit would be 5 HPs by the way, do a wizard with +2 con would survive a crit from a goblin. Just not form something bigger and tougher)
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10 months ago ::
Aug 25, 2012 - 12:54PM
#9
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Wizards don't need to be in front to be hit. Even standing behind the fighter, they are the best target to shoot at (lowest AC by far). And if your a wizard, your forcing someone else to play a cleric, which shouldn't happen.
And crit's arn't scary. Goblins will do 8 damage, not 5.
It's not like i'm campaigning for 20 hits, just the ability to stay standing after 1.
guides
Show
my builds
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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 25, 2012 - 3:18PM
#10
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Date Joined:
Jun 25, 2008
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As the player of a 1st Level Wizard who was 2-shot under the negative threshold by a regular hit followed by a crit, both in the same round, I will say the cleric is irrelevant to the equation. The Wizard hp are too low, end of story. Asking for say, 5 more at 1st level for all classes isn't asking for a superhero either. In fact, I see no one asking for a superhero. What I see is that characters are glass cannons and monsters are all crosseyed. The balance is off, and the gameplay proves it, and it needs to be adjusted. When a warlock can do 3d6 damage every round but have under 10 hp, that's imbalance. Bring damages down for players and monsters, bring attack up for monsters, and hp up for players, slight increase in hp for monsters too. If the goal is one-shotting monsters, just bring back minions. If the goal is one-shotting players at 1st level, no need for a fix. Keep as is.
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