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Weapon Making


Italianhitman

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I always fail to see why people need to inflate both monster HP and weapon damage. If you have a sword that does 6HP and your fighting a Goblin with 6HP, is that really any different than a sword that does 100HP fighting a monster with 100HP?

 

Creating godlike weapons throws most scenarios out of balance, no matter what RPG system you use.

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Originally written by Silent Motion:
I always fail to see why people need to inflate both monster HP and weapon damage. If you have a sword that does 6HP and your fighting a Goblin with 6HP, is that really any different than a sword that does 100HP fighting a monster with 100HP?

Creating godlike weapons throws most scenarios out of balance, no matter what RPG system you use.
That's the problem; it's an arms race. To prevent other designers' weapons unbalancing his scenario, a designer has to make his weapons at least as powerful as theirs, and ramp up the monsters to match. The fundamental problem with this is that it ends up making warriors too powerful relative to spellcasters (although once the weapons get powerful enough, even spellcasters hit all the time and do as much damage in melee as warriors anyway).

Or just forget about balancing your scenario relative to other people's and provide a premade party. Much simpler.
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Originally written by ben2:
Well pardon me asking, but is there actually a way to "force" a player to enter your scenario with a level 1 party, or do you just set the difficulty on beginner and recommend it?
You can't force a level-1 party, but you CAN force a low-level party (and An Apology does). Basically you have to find a way to exploit the fact that BoE monster HP automatically increases to two or more times its original value if the player uses a higher-level party than the expected level for the scenario.
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