man, do i ever wish my group had done that instead of crying about it at the games store until i was guilted into handing some over by the owner. i'd be rich!
fair enough, i've never had a problem having the monsters play with different rules than the players since they have entirely different roles to fill, myself! keeping my idea in theme of mitigation (to avoid turning it into a simple "do better" buff) what if success levels let damage get through a successful parry, maxing out to the STR bonus? this would let high STR monsters threaten even well-equppped players more with the threat of a lucky blow seriously wounding them.GeneralRykof wrote: ↑Fri Mar 01, 2019 6:39 amThe issue I have with not giving str bonus to damage but using it as a max for degrees of success is that this kind of ruins the type of character or monster that is the low skill brute. Take the giant for an extreme example the monster has a very low WS something like 28 I think but relys on hard hits from it's 60 something strength. This would pretty much trivialize his greatest advantage. Same with a character who does the same. I like to try and keep all rules equal across the board so all my enemies play by the same rules as my players so that brings up some issues there for me.
it doesn't seem like much of a choice. unless your players have a truly massive amount of advances, the odds side heavily in favor of the dice and it means larger monsters will be more easily mathed away since they'll have little reason to gamble on extra damage. not to mention you're making the game much less lethal by removing the STR bonus to have them choose between that and the dice for how much damage is added..GeneralRykof wrote: ↑Fri Mar 01, 2019 6:39 amWhich then leads me to think that maybe the player should like was suggested by Hyarian, have a choice but rather choose between the degrees of success and the d10 (where the d10 has a much larger chance of being bigger) what if you got to choose between your str bonus OR your degrees of success.
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