使用怪物的最大生命值而不是平均值的含义是什么?

时间:2021-01-29 16:53:51

I'm starting a new campaign and I'd like to try and make some of my monsters a little hardier. I'm fine with how hard they can hit the PCs, but my main problem is how quickly the monsters go down.

我正在开始一个新的竞选活动,我想尝试让我的一些怪物更加坚强。我很好,他们有多么难以击中PC,但我的主要问题是怪物的速度有多快。

For example, if I was to use the Goblin's maximum HP of 12 (2d6) instead of the average, 7, would this cause any major issues or will it just do what I'm hoping?

例如,如果我使用Goblin的最大HP为12(2d6)而不是平均值7,这会导致任何重大问题,还是只会做我希望的?

4 个解决方案

#1


26  

Early enemies become more dangerous

A goblin has an AC of 15, which is much higher than the DMG-recommended AC for a foe of its CR. In exchange, it has extremely low HP. Let's consider a level 1 melee character. With 7.5 (1d8+3) damage from a longsword, the character will, on average, barely kill a goblin if they hit. If the goblin instead has 12 HP, it will take two hits (around 4 attacks) to down it, doubling the length of already-dangerous low-level combats.

一个地精的AC为15,远远高于DMG推荐的AC,它的CR是敌人。作为交换,它具有极低的HP。让我们考虑1级近战角色。如果长剑的伤害为7.5(1d8 + 3),那么该角色平均只会在击中精灵时勉强杀死一个精灵。如果精灵有12马力,它将需要两次命中(大约4次攻击)来降低它,使已经危险的低级战斗的长度加倍。

Control becomes more powerful

The fighter takes up to twice as long to kill an enemy with maximized HP. The wizard casts hypnotic pattern and it is exactly as effective as it was against enemies with normal HP. In my experience, the game is already slightly in favor of full spellcasters, and maximizing HP would exacerbate the situation.

战斗机需要两倍的时间来杀死HP最大化的敌人。向导施放催眠模式,它与正常HP的敌人完全一样有效。根据我的经验,游戏已经略微支持完整的施法者,并且最大化惠普会加剧这种情况。

Certain spells are much less effective

As @DanielZastoupil pointed out, sleep directly affects HP, and thus is far less effective against maximized HP enemies. Against a room full of goblins with 7 HP, sleep has a 96% chance of affecting at least two of them, a 65% chance of affecting at least three, and a 17% chance of affecting at least four. If a goblin's HP is 12, the chances drop to 42%, 0.4%, and 0% for at least two, three, and four, respectively. In my experience, sleep is a large part of low-level bard, sorcerer, and wizard effectiveness.

正如@DanielZastoupil指出的那样,睡眠会直接影响HP,因此对抗最大化的HP敌人的效果要差得多。对于一个充满7个HP的精灵的房间,睡眠有96%的几率影响至少两个,有65%的几率影响至少三个,17%的几率影响至少四个。如果精灵的HP为12,则至少分别为2,3和4的几率分别降至42%,0.4%和0%。根据我的经验,睡眠是低级吟游诗人,巫师和巫师效率的重要组成部分。

#2


13  

You're free to adjust the stats of monsters as you like in order to achieve the right balance of challenge in your game - if you find that your monsters are too easy to kill, increasing their hitpoints seems the natural answer. Keeping it within the realm of what is hypothetically possible for a given creature should ensure that the balance impact isn't too overwhelming, at least at low levels, where it means one or two attack's difference; at higher levels, near-doubling a creature's hit points may make several rounds of difference to the fight, so it's a much more significant change.

你可以随意调整怪物的数据,以便在你的游戏中实现挑战的正确平衡 - 如果你发现你的怪物太容易被杀死,增加他们的生命值似乎是自然的答案。将它保持在对于给定生物假设可能的范围内应该确保平衡影响不是太大,至少在低水平,这意味着一个或两个攻击的差异;在更高的等级,生物的生命值几乎加倍可能会使战斗产生几轮差异,所以这是一个更重要的变化。

The biggest balance effect will be that the relative value of effects which aren't based on direct hit point damage or totals will increase; a tougher monster might be able to take twice as many hits, but it is no more resilient to being blinded or restrained than it was previously, so smart players may start using more debuffing and disabling methods of attack.

最大的平衡效果是,不是基于直接命中点伤害或总数的效果的相对值会增加;一个更强硬的怪物可能能够获得两倍的命中率,但它不像以前那样具有盲目或克制的弹性,因此聪明的玩家可能会开始使用更多的减益和禁用攻击方法。

This does shift the balance of power towards spellcasting classes that can more easily produce such effects; at low levels this won't seem a massive change (since you don't get many spells per day and the difference in HP is smaller in absolute terms) but at higher levels it's going to increase the existing disparity between the effectiveness of martial and magical classes. Whether or not that's a particular problem for you depends on the attitude of your group and how they approach the game's balance.

这确实将权力平衡转向了更容易产生这种效果的施法类;在低水平,这似乎不是一个巨大的变化(因为你没有每天获得很多法术,而且HP的差异绝对值较小)但是在更高的水平上,它会增加武术效果和武术效果之间的差距。神奇的课程。这对你来说是否是一个特殊的问题取决于你的团队的态度以及他们如何处理游戏的平衡。

#3


11  

It depends on your definition of "I'm fine with how hard they can hit".

这取决于你的定义“我很好,他们有多难”。

If a goblin can survive for 7hp worth of damage, and in that time cause (For example) 5 damage of their own, then a goblin surviving for 12hp worth of damage then in that time they are likely to cause 8-9 points of damage instead of just 5.

如果一个地精可以存活7hp的伤害,并且在那个时间造成(例如)他们自己的5点伤害,那么一个地精可以存活12hp的伤害然后在那个时候他们可能会造成8-9点的伤害而不只是5。

So be increasing their longevity you are also increasing their expected damage output.

因此,增加他们的寿命,你也增加了他们预期的伤害输出。

This has the effect of making fights more dangerous, and the party needing more rests to recover from damage, not just increasing the length of the fights.

这会使战斗变得更加危险,并且需要更多休息的一方可以从伤害中恢复,而不仅仅是增加战斗的长度。

#4


4  

I'm fine with how hard they can hit the PCs, but my main problem is how quickly the monsters go down.

我很好,他们有多么难以击中PC,但我的主要问题是怪物的速度有多快。

You do end up messing with game feel - a regular enemy that takes a few rounds to go down mostly gets frustrating, and a quick fight's a good fight. Sometimes it's okay for an enemy to go down quick, because players feel rewarded for picking that enemy.

你最终会弄乱游戏的感觉 - 一个常规的敌人需要几轮下来才能让人感到沮丧,快速的战斗是一场很好的战斗。有时候敌人可以快速下降,因为玩家会因为挑选敌人而获得奖励。

However, most of the base advice for building 5th edition encounters don't really help you make fun, exciting encounters for your players. If you're trying to boost HP so that players feel more threat from your enemies, there's other approaches you can take. I've found that when I just drop a handful of identical enemies in front of the players, they tend to go down quickly, but if I take the time to make complex terrain and think more tactically about how enemies and the environment are going to work together, players enjoy the fights more and I have time to really sell the encounter.

然而,构建第5版遭遇的大多数基本建议并不能真正帮助您为玩家带来乐趣,激动人心的遭遇。如果你试图提升HP以使玩家感受到来自敌人的更多威胁,那么你可以采取其他方法。我发现当我只是在玩家面前放下一些相同的敌人时,他们往往会迅速下降,但如果我花时间制造复杂的地形并更多地在战术上思考敌人和环境将如何发展一起工作,玩家更喜欢打架,我有时间真正卖掉这次遭遇。

Your core problem is that players are attacking your enemies each turn, so, consider building features into your fights that encourage your players to do things other than attack on their turn:

你的核心问题是玩家每回合都会攻击你的敌人,所以,考虑在你的战斗中建立一些功能,鼓励你的玩家除了攻击之外做其他事情:

  • Traps and devices that require skill checks to operate
  • 需要技能检查才能运行的陷阱和设备

  • Turrets and defenses your enemies can operate
  • 炮塔和防御你的敌人可以操作

  • Negotiations with bystanders
  • 与旁观者谈判

  • Grappling (pairs particularly well with pit traps)
  • 擒抱(特别适合陷阱)

  • Webs and other attacks that do little damage but take someone out of the fight unless another party member spends a turn rescuing them
  • 网站和其他攻击造成的伤害很小,但除非另一个党员花了一个转弯救援他们,否则就会让某人离开战斗

  • Multi-level arenas, with the upper level accessed by ramps 30 feet or more away
  • 多层竞技场,上层可通过30英尺或更远的斜坡进入

#1


26  

Early enemies become more dangerous

A goblin has an AC of 15, which is much higher than the DMG-recommended AC for a foe of its CR. In exchange, it has extremely low HP. Let's consider a level 1 melee character. With 7.5 (1d8+3) damage from a longsword, the character will, on average, barely kill a goblin if they hit. If the goblin instead has 12 HP, it will take two hits (around 4 attacks) to down it, doubling the length of already-dangerous low-level combats.

一个地精的AC为15,远远高于DMG推荐的AC,它的CR是敌人。作为交换,它具有极低的HP。让我们考虑1级近战角色。如果长剑的伤害为7.5(1d8 + 3),那么该角色平均只会在击中精灵时勉强杀死一个精灵。如果精灵有12马力,它将需要两次命中(大约4次攻击)来降低它,使已经危险的低级战斗的长度加倍。

Control becomes more powerful

The fighter takes up to twice as long to kill an enemy with maximized HP. The wizard casts hypnotic pattern and it is exactly as effective as it was against enemies with normal HP. In my experience, the game is already slightly in favor of full spellcasters, and maximizing HP would exacerbate the situation.

战斗机需要两倍的时间来杀死HP最大化的敌人。向导施放催眠模式,它与正常HP的敌人完全一样有效。根据我的经验,游戏已经略微支持完整的施法者,并且最大化惠普会加剧这种情况。

Certain spells are much less effective

As @DanielZastoupil pointed out, sleep directly affects HP, and thus is far less effective against maximized HP enemies. Against a room full of goblins with 7 HP, sleep has a 96% chance of affecting at least two of them, a 65% chance of affecting at least three, and a 17% chance of affecting at least four. If a goblin's HP is 12, the chances drop to 42%, 0.4%, and 0% for at least two, three, and four, respectively. In my experience, sleep is a large part of low-level bard, sorcerer, and wizard effectiveness.

正如@DanielZastoupil指出的那样,睡眠会直接影响HP,因此对抗最大化的HP敌人的效果要差得多。对于一个充满7个HP的精灵的房间,睡眠有96%的几率影响至少两个,有65%的几率影响至少三个,17%的几率影响至少四个。如果精灵的HP为12,则至少分别为2,3和4的几率分别降至42%,0.4%和0%。根据我的经验,睡眠是低级吟游诗人,巫师和巫师效率的重要组成部分。

#2


13  

You're free to adjust the stats of monsters as you like in order to achieve the right balance of challenge in your game - if you find that your monsters are too easy to kill, increasing their hitpoints seems the natural answer. Keeping it within the realm of what is hypothetically possible for a given creature should ensure that the balance impact isn't too overwhelming, at least at low levels, where it means one or two attack's difference; at higher levels, near-doubling a creature's hit points may make several rounds of difference to the fight, so it's a much more significant change.

你可以随意调整怪物的数据,以便在你的游戏中实现挑战的正确平衡 - 如果你发现你的怪物太容易被杀死,增加他们的生命值似乎是自然的答案。将它保持在对于给定生物假设可能的范围内应该确保平衡影响不是太大,至少在低水平,这意味着一个或两个攻击的差异;在更高的等级,生物的生命值几乎加倍可能会使战斗产生几轮差异,所以这是一个更重要的变化。

The biggest balance effect will be that the relative value of effects which aren't based on direct hit point damage or totals will increase; a tougher monster might be able to take twice as many hits, but it is no more resilient to being blinded or restrained than it was previously, so smart players may start using more debuffing and disabling methods of attack.

最大的平衡效果是,不是基于直接命中点伤害或总数的效果的相对值会增加;一个更强硬的怪物可能能够获得两倍的命中率,但它不像以前那样具有盲目或克制的弹性,因此聪明的玩家可能会开始使用更多的减益和禁用攻击方法。

This does shift the balance of power towards spellcasting classes that can more easily produce such effects; at low levels this won't seem a massive change (since you don't get many spells per day and the difference in HP is smaller in absolute terms) but at higher levels it's going to increase the existing disparity between the effectiveness of martial and magical classes. Whether or not that's a particular problem for you depends on the attitude of your group and how they approach the game's balance.

这确实将权力平衡转向了更容易产生这种效果的施法类;在低水平,这似乎不是一个巨大的变化(因为你没有每天获得很多法术,而且HP的差异绝对值较小)但是在更高的水平上,它会增加武术效果和武术效果之间的差距。神奇的课程。这对你来说是否是一个特殊的问题取决于你的团队的态度以及他们如何处理游戏的平衡。

#3


11  

It depends on your definition of "I'm fine with how hard they can hit".

这取决于你的定义“我很好,他们有多难”。

If a goblin can survive for 7hp worth of damage, and in that time cause (For example) 5 damage of their own, then a goblin surviving for 12hp worth of damage then in that time they are likely to cause 8-9 points of damage instead of just 5.

如果一个地精可以存活7hp的伤害,并且在那个时间造成(例如)他们自己的5点伤害,那么一个地精可以存活12hp的伤害然后在那个时候他们可能会造成8-9点的伤害而不只是5。

So be increasing their longevity you are also increasing their expected damage output.

因此,增加他们的寿命,你也增加了他们预期的伤害输出。

This has the effect of making fights more dangerous, and the party needing more rests to recover from damage, not just increasing the length of the fights.

这会使战斗变得更加危险,并且需要更多休息的一方可以从伤害中恢复,而不仅仅是增加战斗的长度。

#4


4  

I'm fine with how hard they can hit the PCs, but my main problem is how quickly the monsters go down.

我很好,他们有多么难以击中PC,但我的主要问题是怪物的速度有多快。

You do end up messing with game feel - a regular enemy that takes a few rounds to go down mostly gets frustrating, and a quick fight's a good fight. Sometimes it's okay for an enemy to go down quick, because players feel rewarded for picking that enemy.

你最终会弄乱游戏的感觉 - 一个常规的敌人需要几轮下来才能让人感到沮丧,快速的战斗是一场很好的战斗。有时候敌人可以快速下降,因为玩家会因为挑选敌人而获得奖励。

However, most of the base advice for building 5th edition encounters don't really help you make fun, exciting encounters for your players. If you're trying to boost HP so that players feel more threat from your enemies, there's other approaches you can take. I've found that when I just drop a handful of identical enemies in front of the players, they tend to go down quickly, but if I take the time to make complex terrain and think more tactically about how enemies and the environment are going to work together, players enjoy the fights more and I have time to really sell the encounter.

然而,构建第5版遭遇的大多数基本建议并不能真正帮助您为玩家带来乐趣,激动人心的遭遇。如果你试图提升HP以使玩家感受到来自敌人的更多威胁,那么你可以采取其他方法。我发现当我只是在玩家面前放下一些相同的敌人时,他们往往会迅速下降,但如果我花时间制造复杂的地形并更多地在战术上思考敌人和环境将如何发展一起工作,玩家更喜欢打架,我有时间真正卖掉这次遭遇。

Your core problem is that players are attacking your enemies each turn, so, consider building features into your fights that encourage your players to do things other than attack on their turn:

你的核心问题是玩家每回合都会攻击你的敌人,所以,考虑在你的战斗中建立一些功能,鼓励你的玩家除了攻击之外做其他事情:

  • Traps and devices that require skill checks to operate
  • 需要技能检查才能运行的陷阱和设备

  • Turrets and defenses your enemies can operate
  • 炮塔和防御你的敌人可以操作

  • Negotiations with bystanders
  • 与旁观者谈判

  • Grappling (pairs particularly well with pit traps)
  • 擒抱(特别适合陷阱)

  • Webs and other attacks that do little damage but take someone out of the fight unless another party member spends a turn rescuing them
  • 网站和其他攻击造成的伤害很小,但除非另一个党员花了一个转弯救援他们,否则就会让某人离开战斗

  • Multi-level arenas, with the upper level accessed by ramps 30 feet or more away
  • 多层竞技场,上层可通过30英尺或更远的斜坡进入