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L&L 5/21 - Hit Points, Our Old Friend
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<blockquote data-quote="nnms" data-source="post: 5917965" data-attributes="member: 83293"><p>I'm not really satisfied with this approach as long as the stats of a monster are a function of it's level and role/type rather than it's fictional description. At a given level, everything about a monster can be only one of a handful of different stat blocks, then differentiated only by its powers. It doesn't matter if a goblin is naked or wearing full plate armour. It's AC is determined by it's level and role, fiction be damned.</p><p></p><p></p><p></p><p>The way 4E does it causes it to break down for me. Here's the MM3 math:</p><p></p><p><img src="http://blogofholding.com/wp-content/uploads/2010/07/mm3businessfront.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>It forces you to make a monster fit into one of the categories/roles to produce stats at a given level. And the presumed rate that PC bonuses go up is absolutely identical to the monster progression.</p><p></p><p>Try this with 4E: Everyone stays at level 1. Use the monster math to level down all the monsters to within a few levels of 0. Play as usual and every ten encounters, give people the feats, powers and class features unlocked by level up, but non of the other bonuses.</p><p></p><p>4E has the illusion of an actual leveling system, but the % of HP you do with an average attack, the to-hit number needed, the die roll needed to meet a DC, none of it actually changes. It's all a farce.</p><p></p><p>Older versions of the game had monster HD as a rough guide to monster strength combined with dungeon level wandering monster charts and the assumption that a given monster may or may not be an appropriate challenge and that the response sometimes should be avoidance.</p><p></p><p>The other issue I have is the tactical encounter rather than a continual exploration-description mode of play.</p></blockquote><p></p>
[QUOTE="nnms, post: 5917965, member: 83293"] I'm not really satisfied with this approach as long as the stats of a monster are a function of it's level and role/type rather than it's fictional description. At a given level, everything about a monster can be only one of a handful of different stat blocks, then differentiated only by its powers. It doesn't matter if a goblin is naked or wearing full plate armour. It's AC is determined by it's level and role, fiction be damned. The way 4E does it causes it to break down for me. Here's the MM3 math: [IMG]http://blogofholding.com/wp-content/uploads/2010/07/mm3businessfront.gif[/IMG] It forces you to make a monster fit into one of the categories/roles to produce stats at a given level. And the presumed rate that PC bonuses go up is absolutely identical to the monster progression. Try this with 4E: Everyone stays at level 1. Use the monster math to level down all the monsters to within a few levels of 0. Play as usual and every ten encounters, give people the feats, powers and class features unlocked by level up, but non of the other bonuses. 4E has the illusion of an actual leveling system, but the % of HP you do with an average attack, the to-hit number needed, the die roll needed to meet a DC, none of it actually changes. It's all a farce. Older versions of the game had monster HD as a rough guide to monster strength combined with dungeon level wandering monster charts and the assumption that a given monster may or may not be an appropriate challenge and that the response sometimes should be avoidance. The other issue I have is the tactical encounter rather than a continual exploration-description mode of play. [/QUOTE]
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L&L 5/21 - Hit Points, Our Old Friend
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