A house rule

Post/Author/DateTimePost
#1

nezumi45

Jan 26, 2009 7:05:19
I am going to start a new campaign soon and i am considering using the following house rule " players get a bonus to damage equal to half their level" this is due to the fact that a number of large scale engagements a part of the story and the campaign takes players from level 6 to 30 and it helps with the amount of actual time spent in combat. i wonder appreciate opinions on this and even better if anyone has tried this.
#2

Seeker95

Jan 26, 2009 7:38:02
It is one of the many suggested means of speeding up combat. For myself, I would rather the DM just cut monster hit points by 25% to 50%. Less computational issues involved. Adjusting PC damage raises questions:
  • Is that 1/2-level added to each hit?
  • Does twin strike count as two hits?
  • Does this apply to secondary attacks/targets?
  • Does this apply to damage that occurs on a miss?
  • Does this apply to ongoing damage?


Cut the monster hit points, and the same objective is achieved: shorter combats.
#3

nezumi45

Jan 26, 2009 7:45:54
The rule would count for each d20 attack role i.e. twin strike,that results in damage so ongoing damage would not count as would damage on a miss and i don't want to decrease the hit points of certain monsters particular the solos drawn up for the campaign
#4

tylara67

Jan 26, 2009 8:54:52
If it applies for every d20 rolled, you need to keep in mind that you're making multi-attack powers much more powerful, and they were already near-broken in some cases.
#5

nezumi45

Jan 26, 2009 9:04:02
If it applies for every d20 rolled, you need to keep in mind that you're making multi-attack powers much more powerful, and they were already near-broken in some cases.

that is a good point. I have good reason for it and characters broken powers is what might save their butts, this campaign has been well planned out and characters survival is going to be pushed at certain times not because i am over powering encounters but because the enemy is organized and well trained

the large scale combats will test characters limits also in terms of healing, tactical ability and wits so quicker kills is of benefit to them

its a question of give and take i have informed players that the game is not going to be an easy run, i wont go out of my way to kill them but nethier will i fudge as much
#6

JayM

Jan 26, 2009 9:10:34
A bonus per attack heavily favors people who get multiple attacks, to the point of being unbalanced. A ranger is effectively getting twice the bonus that characters without a at-will double attack.

Also, if your doing this to make combat faster, it probably won't work. The reason is that your simply making the player character more powerful, which means they will mow down monsters faster. So the monsters won't get as much chance to hurt the party, which makes fights easier. So you will end up having to add more monsters to balance the encounters. Negating any speed benefit you might have gained.

There are two good ways of approaching this that I have seen so far. First, tweak the monsters HP and attacks, reducing their HP and increasing their attacks. The other solution is to apply a blanket HP reduction to players and monsters. The first gives you more flexibility and lets you tweak the rules to suit as the campaign changes over time. The second has the advantage of hammering home the players just how much the stakes have been raised because they are more fragile also.

Jay
#7

nezumi45

Jan 26, 2009 9:13:41
The other solution is to apply a blanket HP reduction to players and monsters. The first gives you more flexibility and lets you tweak the rules to suit as the campaign changes over time. The second has the advantage of hammering home the players just how much the stakes have been raised because they are more fragile also.

Jay

this I shall play test a little first but it may yield the answer

cheers
#8

manion

Jan 26, 2009 9:48:07
Why not just use more minions? Especially if you're talking about doing larger battles.
#9

cardboardcarnage

Jan 26, 2009 9:52:59
It would be easier to do what the one posted had suggested, just cut the monster's HP down by 25% or 50%, then your players don't need to do anything special when they roll, it is easier for everyone, and you can speed up combat quit a bit depending on how much you lower the monsters HP by.

Good luck, please post your results on whatever method you go with, I'd like to hear how it worked because I also end up in situations where I'd like to speed up some of the combat for players.

D.
#10

onceuponatime

Jan 26, 2009 13:04:23
I am liking it...everyone has ways they want to modify the game to suit their group...i have found certain combats are taking so long it can get boring and I may try this method out though with only the 1/2 level being added to a single hit per round, more like how HQ and SA work
#11

nezumi45

Jan 27, 2009 2:27:49
i tried cutting the hp by 25% for a start and leaving damage alone last night as an experiment, it worked well put a severe edge to combat ,

okay on to minions , i am not relying solely on minions frankly because the remove from the feel of the battle i am going for and thats reason enough not to use them. They wouldn't add to the fear element that I am trying to create of combat that the enemy is capable and efficient.
#12

ff6shadow

Jan 27, 2009 9:11:32
Another thing that might speed it up is giving players a blanket +1 bonus to attack rolls per tier. This will let them hit more often, increasing average damage output without increasing the maximum output.
#13

Einlanzer

Jan 28, 2009 15:49:18
Another thing that might speed it up is giving players a blanket +1 bonus to attack rolls per tier. This will let them hit more often, increasing average damage output without increasing the maximum output.

I kinda like this, as many consider it to be too difficult to hit currently in RAW, it also provides a small cushion so that players aren't quite so forced into cookie cutter stats/builds.

Something I've considered is just allowing higher starting stats. I'm not sure what method I'd use, but it might help a lot. The HP nerf I've also considered, but it seems like it'd be more work.