One of the problems most iterations of The Game has is scalability. This is especially problematic as characters reach higher levels. Ever notice how combats can be a slog of die rolling? It is not always the case, but it does happen. Hit points can get to ridiculous levels in the race to make an encounter challenging for a party or character. Armor class increases, spell resistances increase, damage reduction, and a whole host of other machinations are necessary just to challenge the characters. Slog….
It is not always a slog, often the encounters go quickly and are quite cinematic and who doesn’t like tracking hit point loss? Adds a sense of urgency and danger. So, I think the overall concept is fine and as a mechanic is quite sound. However, in some cases it is just pesky, especially when higher level characters are dealing with low hit die creatures. I can’t tell you how many times I’ve run games where a horde of irritating low hit die creatures have stymied or stopped high level parties.
I used to be ok with that. I used to be ok with low level monsters killing high level characters. That is no longer the case. Essentially these low hit die creatures exist for cinematic moments. I like the idea of a single character going toe-to-toe with dozens or more opponents or a party going head on into an army of enemies. These monsters may wear the party down a bit, slow them down, distract them, but rarely exist as The Encounter! Ok, sometimes.
I developed this rule in my head years ago and I have used it without anyone noticing or caring really. Let’s just say, most players never question a ruling in their character’s favor. I’ve never written the rule nor given much thought to it until today. I am still in the nascent stage of creating a ‘rule’ that should probably not be a rule but rather a guideline. However, as I am in a ‘ruling’ mood, a rule it shall be. In all fairness to those who read this, I will never follow my own rules.
With that said.
Basically, the rule I use is that if any fighter classes or roguish classes and who are 5th level or higher, when fighting a group of creatures 3HD or less, they pretty much get a one shot kill. All the character has to do is hit the creature. I also lower the AC of any creatures so that they are much easier to hit. I still allow the players to roll damage even knowing full well the creature is dead no matter what they roll. In the case of a natural 20 or critical hit, the player can take down two creatures. As the characters advance further in level, anything 4HD less than them is killed in two hits.
I save the real fight for the Boss.
In this manner I don’t have to track a lot hit points and monsters, I can just let the bodies hit floor, so to speak. Piles of dead and heroic moments abound. It’s nuanced though and difficult to write a rule for it because there are spell casters and other aspects of play that need considering. As these come into play, I change and switch things up. But I like my nascent idea. Along with shield use, I plan on shaking things up a bit, at least for my campaign.
2 comments:
Scale damage output (number of Attacks) with level. Addressing this is probably the biggest miss in the games development?
Post a Comment