Part-time Gm. full-time silly goose.
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And I didn't illustrate it very well but there's a lot you can do with really big raw damage numbers as a player.
For example the biggest it I had during the play test was over 200 ( split between 4 targets for 12 hp total)
And I didn't illustrate it very well but there's a lot you can do with really big raw damage numbers as a player.
For example the biggest it I had during the play test was over 200 ( split between 4 targets for 12 hp total)
Even if there are more points on the scale 4-5 whatever
Knowing your player is likely to hit x thresholds which directly translates to y% of the creature hp simplifies encounter design
Even if there are more points on the scale 4-5 whatever
Knowing your player is likely to hit x thresholds which directly translates to y% of the creature hp simplifies encounter design
I understand I might not have been clear.
But I guess another way to put that the messages is No party of low level p c's is going to be able to kill a creature with damaged thresholds higher than their maximum damage.
I understand I might not have been clear.
But I guess another way to put that the messages is No party of low level p c's is going to be able to kill a creature with damaged thresholds higher than their maximum damage.
I love my big numbers . I live for the dice kaboom. pathfinder 1 till I'm in the grave.
But.
It's just a really accessible design.
Dagger heart gives an easy way for people to design their own encounters, top to bottom. With out hours of balancing.
I love my big numbers . I live for the dice kaboom. pathfinder 1 till I'm in the grave.
But.
It's just a really accessible design.
Dagger heart gives an easy way for people to design their own encounters, top to bottom. With out hours of balancing.
By looking at distribution curves for their players' damage its easier to estimate the maximum number of hp damage out by the party
With x change to hit, y chance they can hit 3 hp, I should be sure my adversaries are at least z hp for a dramatic encounter.
By looking at distribution curves for their players' damage its easier to estimate the maximum number of hp damage out by the party
With x change to hit, y chance they can hit 3 hp, I should be sure my adversaries are at least z hp for a dramatic encounter.
unless of course you tilted towards doing everything to increase your number of die rolled per attack. (True dps builds)
unless of course you tilted towards doing everything to increase your number of die rolled per attack. (True dps builds)
This has the interesting implication of higher level monsters are not take damage from low level pcs.
Obviously, it's poor balancing to put an archdemon against a whole bunch of fledgling adventures
This has the interesting implication of higher level monsters are not take damage from low level pcs.
Obviously, it's poor balancing to put an archdemon against a whole bunch of fledgling adventures
Ie
One of my favorite beta builds was actually a wizard with the painful d20 weapon with some of the aforementioned spells.
With proper planning.
It became I hit all targets in range for 3 hp.
Ie
One of my favorite beta builds was actually a wizard with the painful d20 weapon with some of the aforementioned spells.
With proper planning.
It became I hit all targets in range for 3 hp.
Spells like wizards parallela
giveways to, get every bit of total dmg die out
damage can always be abstractly described as a dm
It also prevents the classic "my player killed my boss before they took a turn" and "my pc got one shot out of nowhere"
Spells like wizards parallela
giveways to, get every bit of total dmg die out
damage can always be abstractly described as a dm
It also prevents the classic "my player killed my boss before they took a turn" and "my pc got one shot out of nowhere"