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<blockquote data-quote="MoutonRustique" data-source="post: 6448422" data-attributes="member: 22362"><p>First off - my apologies for being an "absanti-OP".</p><p></p><p>My goal is, indeed, to adjust the stats of ALL my critters (I'm at ~450 ish) and it would be nice for the printed blocks to be correct and exact (I have enough on my plate running the game - my mental space is not so vast as all that) - I already have to jump through ridiculous hoops to get my "encounter pages" setup (MasterPlan, printscreen, Paint, repeat if stat block is longer than a screen's height, save, import to Word, rage a little bit and... go again!)</p><p></p><p> [MENTION=6689371]n00bdragon[/MENTION] - through out the monster manuals, I have not found the defenses to be so "regulated" as you suggest. While the variance is not immense, there is enough of it (and it serves enough of a purpose) to be taken into account.</p><p></p><p>As to the matter of flat/i.e. unimproved defenses and attacks. I am quite torn at the moment on the subject. I am also of the school that likes the 10th level fighter to be "unassailable" by the 1st level "rookie". On the other hand, it leads to some situations which I'd wish to avoid at this time... I am very much enjoying some aspects of 5e (the flatter math being one of those), but there are so many other things that bother me that I can't seem to let 4e go. (And I don't like 5e's "vibe" - it's a very vague sort of dislike, but it's still pretty powerful.)</p><p></p><p>As a bit of context, there are plans to have more "active" forms of defense increase to stop the 1st level fighter from hitting the 10th level one with a serious bit of luck (i.e. reactions to "parry" and such). I'm also trying to figure out a "cost for action" system - where simple actions cost hp (or something) and more longterm actions cost surges. The end objective is to have those moving parts without it becoming a monstrous accountant's game - I am very far from my goal at present... so very, very far. I'm so far in the "deconstruction" phase that I often can seem to remember what I was after in the first place...</p><p></p><p>So yeah, maybe I should go into a form of E6 - sort of condense some of the contents I like while stretching out those elements I find troublesome... Another idea to toss in the mix!</p><p></p><p></p><p> [MENTION=82106]AbdulAlhazred[/MENTION] - Thank you for the suggestion!</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6448422, member: 22362"] First off - my apologies for being an "absanti-OP". My goal is, indeed, to adjust the stats of ALL my critters (I'm at ~450 ish) and it would be nice for the printed blocks to be correct and exact (I have enough on my plate running the game - my mental space is not so vast as all that) - I already have to jump through ridiculous hoops to get my "encounter pages" setup (MasterPlan, printscreen, Paint, repeat if stat block is longer than a screen's height, save, import to Word, rage a little bit and... go again!) [MENTION=6689371]n00bdragon[/MENTION] - through out the monster manuals, I have not found the defenses to be so "regulated" as you suggest. While the variance is not immense, there is enough of it (and it serves enough of a purpose) to be taken into account. As to the matter of flat/i.e. unimproved defenses and attacks. I am quite torn at the moment on the subject. I am also of the school that likes the 10th level fighter to be "unassailable" by the 1st level "rookie". On the other hand, it leads to some situations which I'd wish to avoid at this time... I am very much enjoying some aspects of 5e (the flatter math being one of those), but there are so many other things that bother me that I can't seem to let 4e go. (And I don't like 5e's "vibe" - it's a very vague sort of dislike, but it's still pretty powerful.) As a bit of context, there are plans to have more "active" forms of defense increase to stop the 1st level fighter from hitting the 10th level one with a serious bit of luck (i.e. reactions to "parry" and such). I'm also trying to figure out a "cost for action" system - where simple actions cost hp (or something) and more longterm actions cost surges. The end objective is to have those moving parts without it becoming a monstrous accountant's game - I am very far from my goal at present... so very, very far. I'm so far in the "deconstruction" phase that I often can seem to remember what I was after in the first place... So yeah, maybe I should go into a form of E6 - sort of condense some of the contents I like while stretching out those elements I find troublesome... Another idea to toss in the mix! [MENTION=82106]AbdulAlhazred[/MENTION] - Thank you for the suggestion! [/QUOTE]
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