rewardspolar.blogg.se

Pathfinder dmg
Pathfinder dmg








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.

pathfinder dmg

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/.

pathfinder dmg

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.








Pathfinder dmg