The Rot Grub wrote:
Yeah, I'm not a fan of the terminology here either. Sessions will vary wildly in length from group to group. The way I will be using this is as a guideline when preparing adventures so that between each milestone they should have had the opportunity to gain some of these small rewards. I'll be using them to reward good roleplay and behaviour that benefits the story but I'll probably also have a few more mechanical triggers written down like 'talk the bandits down instead of fighting them' or 'prevent civilian casualties'..
I think this needs to be limited to things that have a bulk of L or 1 only. Otherwise bodies, carriages and pebbles are gonna be used. The first thing one of my players asked upon reading the spell was "So I could just drop a load of copper coins at my feet and fire them one by one for D10 damage each? Sweet!" Also RAW the range only applies to the object to be used as a projectile... not the target. Just hold my beer while I stand on top of this mountain and destroy the army below with my chest full of copper coins. XD
The Rot Grub wrote:
The 10 / 30 / 80 rewards referenced on page 339 of the playtest rulebook are generally for things outside of encounter time. A couple of examples are given but these rewards are more at the GMs whim. These rewards are good for when a character does something interesting or noteworthy. If you're facing off against monsters/traps the rules are more specific as to how much xp each thing is worth and these are detailed on pages 13 and 21 of the beastiary.
Almarane wrote:
I've had another look and it isn't quite as bad as I thought. But still pretty bad. Damage varies depending on if the artack does damage only or damage plus poison or some kind of conditional effect. Focusing on pure damage effects: Spoiler: At level 1, most hardy shield has toughness 5. Most level 1 enemies deal
1D6+1 damage. Min damage 2, avg 4.5. So no dent on min and 50/50 at average. At level 18 a same level Sturdy shield (page 411 playtest rulebook) is probably the hardiest. This is a legendary heavy adamantine magical shield and has hardness 21. Enemies at this level that are dealing damage-only attacks are doing 3 or 4Dx + 16 or thereabouts. Min damage 19-20. Average ranges from 30-36. At this level if you Shield block you are likely to take (at least) one dent.
ENHenry wrote:
This needs to be in the next rules update as that is not how the rules read to me at present (I'm in the shield takes it's hardness in damage and excess is passed to the character and no more than 1 dent at a time camp) More generally shield hardness needs to be raised significantly at later levels. At level 1, with the best level 1 shield, monsters of the same level as you will not exceed your shields hardness with min damage and have a roughly 50/50 chance of hitting the hardness exactly when rolling average. This feels right that the monster has to roll high to actually cause a dent and damage when blocking. At level 18, with the best level 18 shields, monsters of the same level causing min damage will both dent your shield and usually deal some damage to the wielder. So the shield block reaction becomes worse as you level up... That's not right at all.
See page 21 of the beastiary. Each tier of encounter has a provided recommendation of XP reward. The actual XP is determined by the monsters level in relation to the level of the party. If you have a level 4 party and want to throw them a High challenge encounter for their level you will have 80 XP to use to buy monsters. This could be 4 level 2 monsters or 2 level 4 monsters or 1 level 6 monster. Hope this helps! |