Joe Darkthorne:
I admit I am very tempted, but that would get freakin crazy as time goes on seeing how that'd top out at an extra +15 Damage at level 30. Perhaps borrow Seth's Darksun idea where we get +1 extra damage per Tier? Or FINALLY confirm Yes/No with my HOUSE RULES OF BLOOD ideas, which were
AT LEAST HAVE: Party +1 or +2 Flat Damage per tier vs bloodied (It would add up across the party pretty fast, applies to Magic Missile)
PRETTY COOL: Party +1 To-Hit per tier vs bloodied.
FOR OUR SANITY: Insubstantial/Swarm/Damage Immune Takes full damage when bloodied (resistant still works, just half).
Or a more simple stealing the Staff Of Ruin's mechanic and just doubling our Enhancement Bonus damage (for a total of +6 Extra damage by level 25 or so).
Honestly though? our combats outside of the equivalents of boss fights so far, such as getting back to scales have been fairly swift (especially this current module). And the largest problem wasn't DAMAGE, but being ABLE to hit the enemy/avoiding being hit (Oh hello May needing 17-18 to hit and enemy needing only a 5 to hit). Or the times insubstantial or enemy self healing pops up.
I at least agree that combat has been going decently fast anymore. Thank you, Roll20! I like the "At least have" option, but I don't think it's needed. The "Pretty cool" is exactly that. Pretty cool. "Four our sanity" also pretty nice. But all three options can be taken care of via feats, powers, paragon paths/epic destinies, and magic items.
I like the idea of increased damage the most, though, if just because speeding things along is the intent. But really? I don't think any more bonuses are needed. In the end, if a fight drags on, the GM can go "K. Dead." Just like if a fight is over way too fast, the GM can add more HP to the monster. One technique I employ is I will sometimes "store up" dmg that someone does that, for one reason or another, winds up negated or reduced. Or I "store up" bonus damage I give the players without them even knowing it, which I gave due to smart tactics or good RP. In this way, the players still feel like it was their build, tactics, and RP that won the fight.
Joe Darkthorne:
So my brain's filters of Mechanics Suggestions is registering this as 90% "I want my controller class tiny explosions/no damage dice INT Mod powers to make a Sorcerer Jealous". Nevermind that Mitten's has been wrecking face with her Encounters. And Sorcerer damage perks still only buff their damage ROLLS anyway on that note. Just imagining Magic Missile with an extra +15 Damage bonus, May as well burn your sorcerer or other striker character sheet even if you had that same damage bonus cause DAMN.
EDIT before going out the door: Doctor Monster Intern thinks Mittens is starting to suffer Symptoms of Acute Byronosis. Wizards not ruling battle (or out of battle) efficiency with an iron fist causes the patient to form a rash (or was that the Gelatinous Cube exposure?)
I can honestly say Chris wasn't thinking about Mittens so much as just speeding things along so we can get to the RP. I can also vouch for Chris liking wizard, not because "OMG I just nuked everyone for a million damage!" (although nukes do feel nice), but because he likes being able to roll more than once on his turn. Chris and I have oft been narrowing down what it is we enjoy about tabletop gaming in general.
Also, a reminder:
http://www.youtube.com/watch?v=zFuMpYTyRjw
Chris and I are both strongly against such a scenario. When one person starts losing out on fun, everyone does (unless someone is a jerk). And if they are having less fun because someone else is an Angel Summoner, then things need to be addressed.
Example 1:
Matt and Daniel are good at breaking tabletop games. When their characters got so powerful that Chris literally couldn't have enemies hit them anymore, the enemies had to be scaled up. Which meant those of us who weren't broken started becoming inept. So we all sat down and decided together to change the entire system (we switched to d20). While Matt and Dan have once again broken the game, it's not as bad as how they broke D6 system. They are the designated "melee" guys while the rest of us do the other stuff (control, ranged, etc).
Example 2:
Olympus campaign; May! May became so powerful, I felt guilty. So I addressed the group about it and made sure nobody was feeling overshadowed. If they were, I would have rebuilt the character to be a toned-down version. Thankfully, everyone was just fine and had plenty of fun. But I remember Chris having a character so powerful and he did the same thing.
So no. His suggestions for house rules have little to do with personal gain and everything to do with "if this annoys me, maybe it annoys Tim or Joe?"
Hopefully, you'll take my word for it, but Chris and I actually do not have fun when Joe starts not having fun.