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<blockquote data-quote="dave2008" data-source="post: 8628665" data-attributes="member: 83242"><p>I know - it is strange how things happen. This will be the last I talk of it.</p><p></p><p>Number of viable options has an adverse affect on thinking time, at least that was my experience. Though I disagree it was one big fight after another. Maybe it was in published adventures, but it was not how I DM'd 4e.</p><p></p><p>Monster damage was to low, and I adjusted that based on the <a href="http://dmg42.blogspot.com/2012/02/boot-on-face-of-level-1-damage-forever.html" target="_blank">DMG42</a> calculations. However, that is not about time as much as making 4e monsters more dangerous. </p><p></p><p>However, I do know people did use the solution you suggest. Half HP was to make the game faster and 2x damage was to balance the monster threat with the reduced HP. It was a good simple solution for those who didn't have other means of solving the issue. If 4e monsters had been designed that way, the game would have run faster. Notice that is not an issue of PC balance, which is the issue that started this tangent.</p><p></p><p>Yes!</p><p></p><p></p><p>Yes and no. I agree that was an issue for some/many and TerraDave's solution was a quick and easy solution for that. The game would probably have been more successful if it had started with that solution.</p><p></p><p>However, if you visited the old 4e optimization boards you know it was possible for 4e characters to do enormous damage. A group of such players could easily take down 1500 HP in 3 rounds or less. I had more of a hard time design monsters that could last 3 rounds than had to many HP. There was quite a large range between a casual player/group and an optimized one.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8628665, member: 83242"] I know - it is strange how things happen. This will be the last I talk of it. Number of viable options has an adverse affect on thinking time, at least that was my experience. Though I disagree it was one big fight after another. Maybe it was in published adventures, but it was not how I DM'd 4e. Monster damage was to low, and I adjusted that based on the [URL='http://dmg42.blogspot.com/2012/02/boot-on-face-of-level-1-damage-forever.html']DMG42[/URL] calculations. However, that is not about time as much as making 4e monsters more dangerous. However, I do know people did use the solution you suggest. Half HP was to make the game faster and 2x damage was to balance the monster threat with the reduced HP. It was a good simple solution for those who didn't have other means of solving the issue. If 4e monsters had been designed that way, the game would have run faster. Notice that is not an issue of PC balance, which is the issue that started this tangent. Yes! Yes and no. I agree that was an issue for some/many and TerraDave's solution was a quick and easy solution for that. The game would probably have been more successful if it had started with that solution. However, if you visited the old 4e optimization boards you know it was possible for 4e characters to do enormous damage. A group of such players could easily take down 1500 HP in 3 rounds or less. I had more of a hard time design monsters that could last 3 rounds than had to many HP. There was quite a large range between a casual player/group and an optimized one. [/QUOTE]
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