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D&D 3.5 and Pathfinder / Re: Blasting Spells generally suck. How do we fix that?
« on: July 03, 2012, 12:37:58 AM »
Don't know if this was already stated, but the big problem with D&D/PF blasting/glass cannon/BSF in general, is that a monster with 1 HP left is just as dangerous as one at full health.
So for the blaster it becomes a Hobson's Choice; either you pour resources into making your blasts one-shot everything (potentially decreasing fun for the other players/DM in the process) - or you don't, and you + the other party members have to spend resources patching up when you inevitably end up nommed on/debuffed etc.
A system whereby dropping a monster to X% of total health also made them proportionately slower/weaker/etc. would not only be more realistic, it would also make blasting for less than 100% of a monster's HP useful again.
So for the blaster it becomes a Hobson's Choice; either you pour resources into making your blasts one-shot everything (potentially decreasing fun for the other players/DM in the process) - or you don't, and you + the other party members have to spend resources patching up when you inevitably end up nommed on/debuffed etc.
A system whereby dropping a monster to X% of total health also made them proportionately slower/weaker/etc. would not only be more realistic, it would also make blasting for less than 100% of a monster's HP useful again.