
When characters stand toe to toe with the monster, whipping out 3-4 attacks per round with monstrous bonuses to their damage, the monster usually goes down very quickly, and if it doesn't it's usually powerful enough to take down the party.
#PATHFINDER DMG FULL#
The main trouble (to me at least) is full attacks.

Group combat is pretty much just the way I like it, quick and deadly, but when it comes to the bigger monsters they tend to go down super fast. I have a similar problem in 3.5, d20 modern, and star wars saga edition. If your party is a sorceror 3, paladin2/dragon disciple 7, Paladin 12, Summoner 12, and Combot focused wildshaping druid, you have very different issues to deal with then a dm who's party is a Conjurer wizard 12, Bard 5/Rogue7, Casting focused Cleric, Fighter 5/Duelist 7. Published adventures cant account for that. It is just a fact of life in a robust game like pathfinder, your party's abilities are very different depending on what's in it. If just 1 player was doing that kind of damage and the rest were either providing support, buffs, or debuffs then it would be a very different encounter. If you have 3 party members churning out that much damage i really doubt that is your party makeup. Remember a published adventurer expects a 'typical party of a divine caster, a arcane caster, a skill specialist, and a front line fighter. What was the challenge rating of the creature? What I have found is at higher levels the more difficult monsters rely not on AC and hit points but on special abilities that weaken/distract the pcs. but they didn't take into account Min/Max'rs. It just seems to me the rules were built for reasonable gamers. (His actually AC is 40, but he is a bladesinger, and that isn't a core class so I stripped that out). even assuming he misses once, that is 99 Damage a round.Īlso, one of my guys managed to get his AC close to 36 with core rules. Just one example, when Raging the Fighter Barb hits Thrice a round for 1d12+24. So my question is this, does anyone else feel the Melee/Ranged combat PF damage rules really start to break down around level 10+? Additionally, I can make my NPCs all have tons of Physical Reduction, but that is kind of a cheap, and it screws over the non-min/maxed characters in the group. I can create challenging encounters, but they have to avoid combat mechanics as a factor, otherwise I need to scale the monsters hit points into the thousands. It was a big stupid boss type tank boss creature and it took them two round to drop it. It really sunk in last night, when they were facing a creature with over 350 hit points, AC 36, Spell Resist through the roof, DR10/.

I have 3 players that push over 100 damage a round if Hasted. Magic Item wise, they are about 40% where the Rules say they should be so they are not that overpowered. Okay so my group is average level 12 and it seems the damage they do is insane.
