herrozerro
First Post
Uhm, what? A level 30 minion is worth 4750XP. A L4 minion is 75. I have no idea where you figured a L4 minion is worth 4750
Oops! I meant level 30!
Uhm, what? A level 30 minion is worth 4750XP. A L4 minion is 75. I have no idea where you figured a L4 minion is worth 4750
If WotC Devs came up and said
... right, its new edition time
We arent using D20s now, its a D42
We dont use Elfs, Dwarfs or Halflings any more, its Duplos, Karminors and Hat-Hats
We dont use Rogues, Wizards or Paladins now instead its Scallywags, Pointy-Hat Men and Crusaders
We got rid of all the cool monsters --- now we have similar ones but they all have different spelled names
Healing surges, though, are a quite different beast. In 3e, healing is external to the character (excluding natural healing). A character generally couldn't heal himself and, furthermore, there was no limit to the amount of healing he could receive. If he had an endless supply of potions of cure light wounds, he could consume them all day.
By contrast, 4e healing is internal to the character. There's no need for an external agency - the character just takes a short rest and spends some surges. Moreover, the healing is limited - once you've used up your surges for the day, that's it.
That one really is radically different. Don't get me wrong; it's better. (Still not quite right, since the daily limit keeps the 15-minute adventuring day alive, but it is better.) But there's just not the same evolutionary development that you've laid out for AEDU powers.
Many classes that didn't have area attacks got multiple attacks per round, though. Deciding whether to hit three targets for normal damage each or one target for triple damage isn't a new choice for the fighter, although he's now making it at a different time.But prior to 4e, most classes didn't have any kind of damaging area attack at all, or had very few.
I never thought what they were trying to solve in terms of the 15-minute adventuring day was stopping when the party ran out of some resource. In fact, I seem to recall them being pretty up-front about expecting around four encounters per day.It's not that it brings it back. It's that it failed to get rid of it.
As long as the game retains any per day resources (healing surges, daily powers), the problem will remain. Only whereas in 3e it occurred when the Cleric (usually) ran out of spells for the day, it now occurs when the first PC uses his last Daily power of the day.
At slightly higher level, the break point seems to be whenever someone runs out of healing surges. But whichever it is, as soon as that happens, the party stops.
4e has made things marginally better. Especially at 1st level when the Wizard has more than 1-2 spells. But it hasn't solved the problem.
4E healing is limited the the character, 3E healing is limited to THE character, the Cleric.
The problem, as I understood it, was players using four encounter's worth of resources on the day's first encounter, then stopping. This can't be done any more, due to the presence of encounter powers.
Blowing through all their dailies is not using four encounters' worth of resources, because four encounters' worth includes four copies of each encounter power. The disparity in total power per day between a one-encounter day and a four-encounter day is much greater in 4e than it was in 3e.Ah. You've never seen the party blow through all their Dailies in a single encounter, and then take an Extended Rest, then?
I'd say it's safer rather than easier. Feel free to dismiss that as semantics, if you like.Because I have; it's just as possible in 4e as in 3e - in fact it's easier in 4e since if you then get caught with your pants down, you at least have something in the tank; in 3e if you literally blow through everything you're pretty much SOL.
The problem with that is that those resources then have to be balanced for in combat terms, and you end up making characters that much less important- it leans back towards 3e style items where you can barely see many pc builds under all those decorations.I'd also like all of my character's resources to be available at all times. I've seen suggestions elsewhere in which it was said to reward players money and such for something like a business, but to say they could only use the resources gained for non encounter related things.
The problem with that is that those resources then have to be balanced for in combat terms, and you end up making characters that much less important- it leans back towards 3e style items where you can barely see many pc builds under all those decorations.
I would argue for noncombat and combat to be seperated, while noncombat resources would effect the stakes of combat. For instance, where is the pc fight taking place- on the frontier of your foe's empire, or in their throne room? That difference would be made up by your armies, lands, siege engines, grand magics, and so on. That's what would get you to that fight.
But the fight itself can't be decided by how many GP you pile into your consumable buff poitions or w/e, because then combat would be dominated by such effects- and frankly it's not possible to balance say, gold that get's you alchemists fire, against gold that you spend on 100 pikemen.
Keeping them seperate ensures that both systems can be well balanced and as a result, fun and compelling, instead of just being about key mega-builds within an endless field of traps, which is the problem with 3e.
An option i've suggested before is to have coinage as the heroic tier resource, and allow it to be used to purchase mundane equipment and minor magics.
Then in paragon, have Boons and Hoards, in other words land, title, huge piles of gold, retainers, and other things that aren't going to make you better at slaying dragons, but are certainly vital for winning wars, and changing the world.
Then in epic the resource would be POWER, straight up cosmic power in various forms- worshippers, porfolios, mega-artifacts, and so on. In theory, power would help you in combat, in pratice, your ability to make war on other epic tier threats would stil be determined by you combat powers- but your Power would determine again, the stakes, and the outcomes you have the resources to create. Sure, you can beat an angry god in a fight. But to imprison them, or kill them, you'd need the kind of power that epic tier would have as a resource, not a combat option.