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Allowing things to stack just means you're players are going to add that level of analysis to their calculations.
We are not concerned over this, the goal is not to make them not do calculations in there head.
And it's generally going to favor the players making things easier for them and harder for you (because enemies will have less opportunities to apply these buffs or debuffs that would stack).
I can't imagine having an issue with making this a bit more work for myself.
If bigger numbers are what you're player are ultimately after (and personally it's something I have wanted with PF2 to be the default) adding 1 to 2 levels to the PCs and leaving enemies unchanged can simulate the effect without having to alter the rules and make a lot of corner cases about what does and doesn't stack.
The goal is not bigger numbers. The goal is swingier combat with a bit more suprise and seeing more crits, as well as allowing players a bit more control over the numbers in exchange for that. The fact that a lot of crits result in more damage is not a goal but simply a side result.
Alternatively you could also change written combats and break enemies up. Instead of 1 enemy that the party predicts is 4 levels above them, supply two enemies with the weak template (or multiple instances of weak template to make the CR work out). That way it's less predictable because enemies wont match exactly what's in the books.
They understand what an encounter design is. I have no desire to throw weaker creatures at them. Me throwing two enemies with a template as a replacement severe encounter boss fight will not throw their math off at all.
I appriciate the suggestions as well as warnings but your concerns in this regard are not things I haven't thought off prior to this decision.
I'd recommend, instead of changing the entire system, maybe for every encounter, have a table with random templates you can apply to each creature to change its base stats. This will throw off your players' calculations in the same way as changing how buffs and debuffs work.You could have positive templates and negative templates, as well as templates that have a give and take.
It would not throw them off for long if at all. They recognize the CR of a fight not because of whatever creature they see, but because they see how many enemies there are and are able to figure out from the context of where we are (middle of a dungeon in say the food storage isn't going to be the a severe encounter with 4 enemies in it).
From there they make very good estimates of what the creatures in the fight CR will be.
Though I do get where you're coming from with the comparison on how that might mean the debuff change would throw them off either. Though that has other goals as well.
One, this might be better in the Homebrew subforum.
Thank you, I wasn't entirely sure where it should be posted. Advice at the time seemed best.
Here in Advice you are likely to get a lot of pushback against changing the rules this drastically.
I am somewhat suprised by that but that is good to know.
Two, you can certainly try it out and see how it changes things. Revert the game back if you find that it doesn't behave how you want or expect.
We are no strangers to going back to the drawing board haha. If it doesn't work out then it doesn't work out but anything is worth trying atleast once.
With that in mind, make sure that this change applies to both sides of the GM screen. Enemies should be taking advantage of this too - and they normally don't as-written. Individual monsters don't typically have abilities that don't stack.
As I've said they certainly will make use of it. I am not against altering a monster's ability or reworking something to make use of a new rule.
If you are instead wanting to make the game easier for the players so that your enemies get crit more often, you could just use something like the Weak template - making that Balor into a Weak Balor will change the dynamics of the battle quite drastically.
The goal is not to make it easier for them. If they crit more enemies might have extra resistances or just a bit more raw health. If a spell's crit fail leads to them loosing too many actions some may be quickened already or perhaps it will take all their actions as to get a remotely good chance of them crit failing that save must've taken multiple turns of debuffing. I have some experience already with monster design so at worst it will be a challenge to help me get better incase I end up having to make my own monster for some reason or whatever.
I don't really want to use templates unless I see a narratively driven reason to send a weak-template Pit fiend, Balor or whatever enemy at a party.
Three, Frightened, Clumsy, and Drained do stack. There are some overlap status penalties that won't stack - but there are other components of those conditions that do still all have effect.
Yes the effects can "stack" in the sense that they can be under the effect of both. But Frightened 3 and Clumsy 4 doesn't mean you have a -7 to reflex saves. It's still a -4. That is the specific change I am talking about here.
Four, make sure that you are varying up your encounters a bit.
I do do this. Hazards, terrain, barriers, high ground. I put a lot of effort into encounter designs. I personally loathe using a single monster more then once, twice at most. But the party will always make decisions based on the math. They make take into account terrain in the sense of how they can get to the location in which the math will be executed but they will always make the decision based on the math all the same.
I don't fault them for this, I like this aspect of them and even if I didn't I couldn't make them not do it any more then I could make them not think. So altering the game becomes the easier solution.
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I appriciate all the suggestions and I will be sure to keep them in mind. I'd like to thank you all for your time.
Ultimately maybe no plan will survive in the execution of said plan but I think even if it crashes and burns and I TPK them or they waltz over my encounters that we will have a laugh. And it can just as well work out for the better.