Thread #97932805
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How can I make small basic enemies stay relevant? I don't want to run analog Oblivion where more common animals and monsters go extinct with level ups.
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>>97932805
first tip is don't worry about it too much, second is to run them in larger groups, third is to give them abilities, legendary resistances, multiple attacks, fourth tip is to promote them to have minions and underlings, fifth tip is to not worry about it
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>puckee thread
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>>97932805
Mod thread
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>>97932805
It's a problem with D&D scaling.
A level 20 goblin has more HP than a lv 1 elephant, because D&D hp aren't "meat points" - they're more abstract.
A game like Runequest keeps your stats mostly static, barring enchantment, and has your skills be what scales up and up and up, and HP is "meat points", and armour is direct damage reduction over the area.
Your problem is with D&D itself.
In Runequest a swarm of giant rats is dangerous at any level, because you can't reasonably react to all their attacks without accumulating a preposterous malus, and eventually one of them will crit through your armour.
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>>97932805
>Mom, I've posted this again!
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>>97932805
I think the only way to do this is be leveling being more nuanced and HP being low, like in Mythras, BRP, or some OSR hacks.
I really like that, a mix of Super powered characters, than have to fear the smol creepy crawlies if they aren't prepared for them, in DND once you level up the combat gets bogged down and its hard to die, and you can be revived quite easy, but in lower power games it feels mroe dangerous and you have to fear to be cornered be mudcrabs or whatever.
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>>97937810
>>97937369
You're fooling nobody.
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This is translated from "Svitky Hrdinu", upcoming fantasy PbtA. I quite like the mechanic, but you probably would have to integrate it better into your system.
> Skirmish
>There will be situations when you won't want to play out an entire combat. You might brawl in a tavern or get tasked with killing rats in the cellar. Simply unimportant fights or enemies where it's clear you can easily defeat them. In such cases, it's possible to resolve the entire conflict with a single roll for this turn. The player with the highest relevant attribute rolls.
>+Strength: For melee combat
>+Agilitiy: For ranged combat
>+Stealth: For ambush attacks
>Complete success: You've won smoothly.
>Partial success: You've won, but mark one vitality for each hex of the opponent's endurance. Calculate this damage according to your judgment.
>Failure: Mark two vitality for each hex of the opponent's endurance, with damage distributed evenly. The opponent managed to escape or achieve a partial victory.
>The Skirmish can also be used to complete a combat that was previously being played out using other turns. It might happen that the main enemy is dead and you just need to take care of their henchmen. Or the main objective has been achieved and finishing the fight is just a formality.