
Curse you, Hayabusa ! Wait, you made your save ! Time to grab your trusty bow and fill him with arrows. So you're targeted by a Master Ninja, who manages to sneak up on you and place a Death attack. Note that this is exactly what happens IRL between powerful forces in a battle and in this respect, is not a "bug" of the system but a simple truth. If you just play "rocket tag", you're implicitly accepting that if you miss, there's a good chance you're dead. Could come from cover/concealment or combat maneuvers like Trip/Knockdown or Disarm.
Redhand assassin pathfinder full#
If a full attack is "all" it takes to down someone, force Move actions. Here are a few things to consider : Tactics It seems to me that since this is a problem largely introduced/escalated in 3e/3.5e, it's not endemic to all D&D, and D&D versions aren't all that different, so it seems like there might be some kind of more gentle fix. I'm not interested in "changing" systems (we play a variety of RPGs, but Paizo's brilliant adventure work brings us often to Pathfinder) but ideas from them are welcome. no more than +level to damage regardless of source) but that has a lot of system side effects. I've thought about a simple damage cap of some kind (e.g. At level 10 many characters can do 100 points of damage a round without trying very hard.Īre there any technique changes or robust house rules one can use to keep this huge DPR escalation from happening? I know about E6, which definitely accomplishes this by simply stopping level inflation, but it makes it hard to use a lot of published adventures and supplements, which my gaming group, as a bunch of adults with jobs and kids and stuff, find quite valuable. Well, themselves for sure, so any NPC of equivalent level. Once we hit even modest levels (8-12), many combats become about who's going to get in a full attack first, because anyone does enough damage with a full attack routine to drop. (See linked question for example anecdote and character build.) As splatbooks grow, so do options for more damage-stacking from variant class abilities, feats, magic, and loot.
Redhand assassin pathfinder Pc#
This leads to a drop in fun when any round can be a one-round kill for any PC or opponent. Much more quickly than hit points or healing grows. In D&D 3.5e and Pathfinder, damage output grows very, very quickly.

This is the more gamey part of my other question, What to do when your character is just too good?
