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4 months ago ::
Jan 29, 2013 - 11:28PM
#1
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Date Joined:
Mar 20, 2006
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I have been DMing the newest PT material released in December for the Next PT. I have been having two issues with it as of yet.
First, the monster scaling seems way out of whack. The monster's AC and HP values are too low. I used a level 5 minotaur against a full five member, level 2 party and they destroyed it without a second thought. Given the 'level' of the monster and the XP value compared to what was supposed to be an 'easy', 'moderate' or 'tough' challenge, I would have thought the monster would have been a challenging or, at the very least, a decent challenge. I'm also mystified about how the monsters level and how to calculate the XP values of monsters.
Second, the combat-based classes seem a little funky, too. The martial die adds a very nasty edge, especially when monsters are so easy to hit and they have so little HP.
Is anyone else experiencing the same, or is it just me?
Thanks!
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4 months ago ::
Jan 30, 2013 - 1:29AM
#2
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I'm finding it very challenging with my Artful Dodger Rogue. But I'm also at a loss for the monster XP values, it would be simpler to DM if they were more linear as opposed to all over the place.
DMAIA: DMs Against Immediate Actions - Turning 6 seconds into 15 minutes since 2008.
Vampire Class/Specialty in 2013!
Wizard: I cast Burning Hands. Rogue: I grab a torch and a can of hairspray.
I prefer Next because 4E players and CharOpers can't find their ass without a grid and a power called "Find Ass."
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4 months ago ::
Jan 30, 2013 - 9:39AM
#3
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Date Joined:
Jan 28, 2013
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I generally agree with everything you said Nominrath, especially the part about the martial dice. They just seem like they add a little too much damage capability on top of what is already available, and when my players have used them, it almost felt like slightly cheating against the monsters, but there it is in the rules.
The one thing that makes me not worry about the monster toughness so much is this snippet from the intro of the Caves of Chaos pdf:
"What Is This Adventure Testing? The Caves of Chaos isn’t meant to be a hard test of the play balance between characters and monsters. That process is a continuing one as we refine the rules for monsters, characters, and encounter building."
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4 months ago ::
Jan 30, 2013 - 2:50PM
#4
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Date Joined:
Sep 30, 2009
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I also agree that several creatures seem weak in comparison to the players, in most cases i've been giving most enemies an additional +2 AC and things have gone nicely, albeit at low levels. As for XP and encounter building - fairly simple and am enjoying the rules transition from 4e.
Simple select the party level and difficulty to set an xp 'budget' and 'buy' a number of creatures upto the xp value of the encounter. The reason the monsters have a level as well as an xp number far as im aware (or at least as it was in 4e) is to guide the dm when choosing, in 4e -2/+2 levels was a good range of challenge for players.
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4 months ago ::
Jan 30, 2013 - 8:04PM
#5
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Date Joined:
Mar 16, 2012
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It is unbalanced. The players have too much power, specially the martial dice. Secondly, the AC of monsters is most of the time too low, and damage, in some cases, should be revised (like dragon breath).
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4 months ago ::
Jan 31, 2013 - 2:30PM
#6
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Date Joined:
Sep 21, 2007
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Monster HP seems just right to me, it's martial characters damage output that seems way out of hand. Monster AC is too low for sure And monster damage output is kinda hard to calculate: between an artfull dodger rogue, a parrying fighter, a damage resistant raging barbarian......and a WIZARD, it gets hard to do it just right: 2 good swing of a club from a cyclop could kill our wizard, yet the fighter would have needed (considering averages) around 21 rounds of combat before dying. yet most fights last 2-3 rounds (which is great) a group of 6, around level 5, EASILY killed the green dragon.
Try radiance RPG. A complete D20 game that supports fantasy and steampunk. Download the FREE PDF here: http://www.radiancerpg.com
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4 months ago ::
Feb 01, 2013 - 2:19AM
#7
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Date Joined:
May 24, 2012
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My group of 7 around level 5 also easily killed the green dragon. (Technically 8 but one of them is a dirty treasure-loving coward and didn't actually fight)
I'm in favor of buffing monsters rather than nerfing players, because martial dice progression is directly linked to maneuver ass-kicking. If monsters were tougher the math would work out.
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4 months ago ::
Feb 01, 2013 - 1:17PM
#8
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Date Joined:
Mar 20, 2006
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My group of 7 around level 5 also easily killed the green dragon. (Technically 8 but one of them is a dirty treasure-loving coward and didn't actually fight)
I'm in favor of buffing monsters rather than nerfing players, because martial dice progression is directly linked to maneuver ass-kicking. If monsters were tougher the math would work out.
It's not nerfing if it's balancing.
I'd rather actually have less options for PCs. I like my RPGs to be about the story and the characters... not the abilities, special powers and numbers.
But that's just my humble opinion... everyone has a different view on what an RPG actually entails.
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4 months ago ::
Feb 01, 2013 - 1:25PM
#9
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Date Joined:
Sep 21, 2007
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My group of 7 around level 5 also easily killed the green dragon. (Technically 8 but one of them is a dirty treasure-loving coward and didn't actually fight)
I'm in favor of buffing monsters rather than nerfing players, because martial dice progression is directly linked to maneuver ass-kicking. If monsters were tougher the math would work out.
Haha, did they have a dwarf in front too ? if so, how did you like the breath's "efficiency" ?)
Nerfing players or boosting monsters has the same result, but the former keeps game numbers low and make for easier maths
Try radiance RPG. A complete D20 game that supports fantasy and steampunk. Download the FREE PDF here: http://www.radiancerpg.com
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4 months ago ::
Feb 01, 2013 - 1:45PM
#10
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Date Joined:
Sep 30, 2009
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My group of 7 around level 5 also easily killed the green dragon. (Technically 8 but one of them is a dirty treasure-loving coward and didn't actually fight)
I'm in favor of buffing monsters rather than nerfing players, because martial dice progression is directly linked to maneuver ass-kicking. If monsters were tougher the math would work out.
It's not nerfing if it's balancing.
I'd rather actually have less options for PCs. I like my RPGs to be about the story and the characters... not the abilities, special powers and numbers.
But that's just my humble opinion... everyone has a different view on what an RPG actually entails.
I think its important to have those mechanical tools in combat to support groups and players who dont have the rp element at the top of their list, whilst i agree that a more story driven combat sequence can be very rewarding not all players and groups are capable or have the inclination - and they shouldn't get any less enjoyement out of the game.
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