Hit points. Been here a little bit before. The XDM experiment was .... fun .... but kinda became wet
tissue paper at higher levels (5th and 6th.) No problem with BBG's hanging around but the mooks became worthless and they were needed for BBG support. Stuff was too easy.
So here's what we're (meaning "I'm") swinging to. Kinda using Lazy DM's Forge of Foes to assemble combat encounters. Some more development of the math. Good starting points. And I'm following Professor Dungeon Craft's suggestion of using Hits instead of Hit Points.
In a nutshell: take creatures (average) HP, divide by 10 and round up. A character hit is 1 hit. A crit or sneak attack is 2 hits. A spell attack is 1 hit per spell level, +1 if the caster is over 6th level. MIGHT try rounding down instead of up if it gets too tough. Will switch to MAX HP rounded down if it gets too easy. This is only DM facing. PCs still get the detailed treatment.
Also. A few weeks ago my table kinda swung into a thing of a meta-discussion after the session. Been productive. And I know exactly what they want - or at least what they think they want. So they've been getting some "odd environmental" challenges in combat - mainly line of site stuff. Which has de-buffed the ranger a tad. They're outside most of the time so encounters are usually in the woods so 40-160 feet range. And the party's picking them apart as they "close." It's the edge of the razor. Wanna scare them and push them but not kill them. How does a hydra sneak up on a 6th level party in the woods? Gotta get em back underground too.
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