So, I've been thinking about how some folks are finding 4E combat too slow and defensive, and after playing in a defensively-oriented party at mid-Paragon tier, I'm starting to see their point. While the techniques in the preventing grindspace thread can help a lot, it may also be necessary to tweak the monsters a bit, especially at higher levels.
To that end, I've just crunched a bunch of numbers based on the monster creation guidelines in the DMG, and come up with the following system. It should preserve the overall balance of 4E, while shifting monsters toward a stronger offense and weaker defense. Be forewarned that I have not yet tested this in actual play; but it ought to be in the right ballpark.
Here's how it works: You either reduce a monster's hit points or its defenses (not both!), and boost its attack damage to compensate. Attacks that can be used more or less at will should get the "normal" damage bonus, while attacks that can be used only once or twice an encounter get the "special" damage bonus.
If you want to speed up combat a bit, use "Excitement." If you want swingy, dangerous, high-octane battles, use "Carnage." The last version, well, use at your own risk.
*** EXCITEMENT ***
To that end, I've just crunched a bunch of numbers based on the monster creation guidelines in the DMG, and come up with the following system. It should preserve the overall balance of 4E, while shifting monsters toward a stronger offense and weaker defense. Be forewarned that I have not yet tested this in actual play; but it ought to be in the right ballpark.
Here's how it works: You either reduce a monster's hit points or its defenses (not both!), and boost its attack damage to compensate. Attacks that can be used more or less at will should get the "normal" damage bonus, while attacks that can be used only once or twice an encounter get the "special" damage bonus.
If you want to speed up combat a bit, use "Excitement." If you want swingy, dangerous, high-octane battles, use "Carnage." The last version, well, use at your own risk.

*** EXCITEMENT ***
*** CARNAGE ***--If reducing hit points: -2 x level (-1 x level for lurkers and artillery; -8 x level for solos). For elites, double these values.
--If reducing defenses: -2 all defenses, including AC.
Heroic Tier: +2 damage (+3 on special attacks).
Paragon Tier: +3 damage (+5 on special attacks).
Epic Tier: +4 damage (+7 on special attacks).
*** GYGAX ***--If reducing hit points: -4 x level (-3 x level for lurkers and artillery; -16 x level for solos). For elites, double these values.
--If reducing defenses: -4 all defenses, including AC.
Heroic Tier: +3 damage (+6 on special attacks).
Paragon Tier: +5 damage (+9 on special attacks).
Epic Tier: +9 damage (+14 on special attacks).
--If reducing hit points: -5 x level (-4 x level for lurkers and artillery; -7 x level for brutes; -24 x level for solos). For elites, double these values.
--If reducing defenses: -6 all defenses, including AC.
Heroic Tier: +5 damage (+9 on special attacks).
Paragon Tier: +8 damage (+14 on special attacks).
Epic Tier: +13 damage (+21 on special attacks).
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