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9 months ago ::
Sep 10, 2012 - 8:56PM
#1
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Date Joined:
Aug 10, 2012
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after reading through a bunch of the playtest reports I have noticed that most of the DM's have said that they are having problems with monsters hitting the players. Which prompted me to wonder is it that they have too tough a time hitting the players or is it that players can hit monsters too easily? could we just do away with the base +2 to hit that all classes start with? or do we need to boost the monsters?
I ask because I have a group of six players that will be starting a test session this weekend.
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9 months ago ::
Sep 10, 2012 - 9:58PM
#2
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Drycanth, there is a problem with to-hit numbers against certain pc builds (dwarven fighters and sorcerers) and from optimized (20 in controlling stat, especially for fighters) for many people's liking. As a player, we don't like missing. But an optimized fighter at first level doesn't miss zombies. Some people don't like that feel. Others are pleased that players do get to hit somewhere around 60-75% of the time (depending on what assumptions you make, re pc to hit and monster AC).
Since pc (and monster) damage is high, I don't have too much of an issue with it. I think you may be over-reacting to the issue. I suggest you play it out and seewhat you think of it. But know that level 1 hit points don't survive too many hits. And decide if you want 5 minute workdays. I find that monster to hits are maybe a point low, maybe fine. But I think pc traits should be limited to 18 to start. Just my opinion, but it reduces the extremes just a little and helps the math work out better.
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9 months ago ::
Sep 10, 2012 - 10:18PM
#3
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Date Joined:
Jul 15, 2008
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I think pc traits should be limited to 18 to start. Just my opinion, but it reduces the extremes just a little and helps the math work out better.
You know, I hadn't really considered this before, but I am actually really liking this idea. 18 as the Stat Cap at level 1, with 20 being reachable through level bonuses, magic, or spell buffs.
It would flatten out some differences between really lucky rolls and more average sets for Random Generation characters... and it might just allow those Array or Point Buy builds to be a little different... giving people something else to think about instead of just min-max.
Consider me sold on your idea, Slag
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9 months ago ::
Sep 10, 2012 - 10:34PM
#4
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Thanks, Shaderaven! I always appreciate you posts, so it means a lot.
Yeah, it also reduces the pressure to be human, since you will only be trying to keep up with 18's, so a 16 isn't all that bad. (right now, you really feel it if you are rocking a 16 primary and someone else has a 20.
And I also think the 20 should be reachable with trait increases -- good callout.
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9 months ago ::
Sep 11, 2012 - 7:26AM
#5
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Date Joined:
Sep 20, 2010
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Two problems I had in my session:
- The only way for my players not to hit Zombies was to roll a "1 or 2"
- The only way Kobolds could hit the Cleric was to roll "18, 19, or 20". Though to hit the Mage they just needed to get "10"
This is all at lvl 1 mind you.
Edit: Changed Most to Kobolds. Had a group up against my players.
Ant Farm
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9 months ago ::
Sep 11, 2012 - 8:28AM
#6
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Date Joined:
Jul 15, 2008
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It's a great idea, Slag. I should be thanking you.  Two problems I had in my session:
- The only way for my players not to hit Zombies was to roll a "1 or 2"
- The only way most monsters could hit the Cleric was to roll "18, 19, or 20". Though to hit the Mage they just needed to get "10"
This is all at lvl 1 mind you. Hrm... how the heck is a +2 attack from a Zombie needing an 18 to hit? How did you Cleric get to AC 20?
On the bright side, zombies are pretty slow and unless you really are putting your players at a disadvantage, going out of your way to kill the mage, the wizard should be able to avoid being in melee with them pretty easily... at least in my DMing opinion.
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9 months ago ::
Sep 11, 2012 - 11:27AM
#7
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Date Joined:
Sep 20, 2010
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Two problems I had in my session:
- The only way for my players not to hit Zombies was to roll a "1 or 2"
- The only way KOBOLDS could hit the Cleric was to roll "18, 19, or 20". Though to hit the Mage they just needed to get "10"
This is all at lvl 1 mind you. Hrm... how the heck is a +2 attack from a Zombie needing an 18 to hit? How did you Cleric get to AC 20?
On the bright side, zombies are pretty slow and unless you really are putting your players at a disadvantage, going out of your way to kill the mage, the wizard should be able to avoid being in melee with them pretty easily... at least in my DMing opinion.
Changed to Kobolds, I was a bit unspecific with the monster. Kobolds are meant to be weak but they couldn't hit anything when I used them.
Cleric has chainmail, war domain. Wizard has negatives because of dex, though I might have to double check now. Also the Wizard player is not at all traditional by any stretch of the imagination. She has a +2 in most of her stats so she uses a long sword just as much as Magic Missile, even though she doesn't have training in it.
Its a fun game to run actually. Only two of the players are playing optimized characters.
Ant Farm
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9 months ago ::
Sep 11, 2012 - 5:06PM
#8
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Date Joined:
Jul 15, 2008
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Changed to Kobolds, I was a bit unspecific with the monster. Kobolds are meant to be weak but they couldn't hit anything when I used them.
Cleric has chainmail, war domain. Wizard has negatives because of dex, though I might have to double check now. Also the Wizard player is not at all traditional by any stretch of the imagination. She has a +2 in most of her stats so she uses a long sword just as much as Magic Missile, even though she doesn't have training in it.
Its a fun game to run actually. Only two of the players are playing optimized characters.
Ah.. nod nod.. love those off-beat, play for role not roll, groups. Sounds like fun.
My only advice, and it certainly doesn't work for all DMs, is to not punish the mage for playing a suboptimally designed character. As easy as it is to find reasons to kill the wizard, it's just as easy to come up with RP reasons not to have everything try to do her in.
She'll be rewarded for roleplaying something different without instantly being a death penalty. Sure, she'll still be at risk (and probably find herself dying occasionally - but I find that most characters do, except maybe the current Protector Fighters going survival), but that might be part of the fun, too. Cheating death and all that.
Anyway... good to hear that enjoyment is being had by all!
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9 months ago ::
Sep 11, 2012 - 6:59PM
#9
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Date Joined:
Sep 20, 2010
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She has more health than the fighter, 14hp, fighter has 13.
Ant Farm
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9 months ago ::
Sep 11, 2012 - 7:36PM
#10
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I thought the monsters' to-hit numbers were spot-on; it was the to-hit bonuses of the characters that were much too high. Lowering them by two across the board brings things more into line with my expectations for to-hit chances.
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