Post by jjarvis on Apr 16, 2008 10:48:16 GMT -6
I've been pondering a way to have quicker fights in D&D as I feel they are sometimestoo long. p sibly allowing for more fights an evening.
monster hp:
changing moster HP so they do in fact get bumped off quicker.
Unexceptional small and medium mosters have 1d6 + # of traditional Hitdice if over 1. add any normal + pips as well.
Tough medium monsters- have 2d6 + # of traditional hitdice = any bonus pips. What is tough is up to the DM, I'd say vamires are tough so they get 2d6+ (7,8 or 9 hp), they'd avegrae out at 15 hp, that is likely 4 or 5 blows by magic sword (as opposed to a likely 8 or more normally)
Large monster have 3 hitdice + # of traditonal hitdice in hp + any bonus pips. Trolls woudl have 3d6+6+3 hp.
Huge monsters have traditional D&D hit dice. Watch out for giants and dragons.
area attacks;
area attacks from spells or dragon breath are divided among all targets in area of effect (casusing a minium of 1 pt of damage per 2 dice). So 6d6 fireball rolled for 18 points of damage vs 3 gnolls would casue each gnoll 6 pts of damage. if the target was 15 goblins they'd each take 3 pts of damage (min of 1 pr per 2 dice on effect).
Dragon breath works a little differently, minimum damage (before save) is dragon HD. otherwise it is divded as other area attacks.
attack- use traditioanl hitdice for attack ability and saving throws.
anticipated effect- most fights will be quicker. epic fights will feel like epic fights and large numebrs of mid level monsters can be used without taking forever to resolve fights.
players are just a soft as always.
single target spell attacks do become more devestating agsint all but the most epic of monsters and charctr types. But players will be hackign their way thru larger hordes so mayhaps they wil have used those spells before they shoudl have.
monster hp:
changing moster HP so they do in fact get bumped off quicker.
Unexceptional small and medium mosters have 1d6 + # of traditional Hitdice if over 1. add any normal + pips as well.
Tough medium monsters- have 2d6 + # of traditional hitdice = any bonus pips. What is tough is up to the DM, I'd say vamires are tough so they get 2d6+ (7,8 or 9 hp), they'd avegrae out at 15 hp, that is likely 4 or 5 blows by magic sword (as opposed to a likely 8 or more normally)
Large monster have 3 hitdice + # of traditonal hitdice in hp + any bonus pips. Trolls woudl have 3d6+6+3 hp.
Huge monsters have traditional D&D hit dice. Watch out for giants and dragons.
area attacks;
area attacks from spells or dragon breath are divided among all targets in area of effect (casusing a minium of 1 pt of damage per 2 dice). So 6d6 fireball rolled for 18 points of damage vs 3 gnolls would casue each gnoll 6 pts of damage. if the target was 15 goblins they'd each take 3 pts of damage (min of 1 pr per 2 dice on effect).
Dragon breath works a little differently, minimum damage (before save) is dragon HD. otherwise it is divded as other area attacks.
attack- use traditioanl hitdice for attack ability and saving throws.
anticipated effect- most fights will be quicker. epic fights will feel like epic fights and large numebrs of mid level monsters can be used without taking forever to resolve fights.
players are just a soft as always.
single target spell attacks do become more devestating agsint all but the most epic of monsters and charctr types. But players will be hackign their way thru larger hordes so mayhaps they wil have used those spells before they shoudl have.