UngeheuerLich
Legend
Making it a bit worse balance wise and better flavourwise is a plus.
Maybe adding stat bonuses before increasing could help race balance...
Maybe adding stat bonuses before increasing could help race balance...
Actually, Con is the fixed stat for dwarves, so they can be Con/Wis or Str/Con, but not Str/Wis.So, Dwarves have really good Feat Support for the Fighter class, enough to more than make up for being CON/WIS. Now, they can be STR/WIS with the same feats. Hopefully a lot of those feats are heavily based on CON....
Actually, Con is the fixed stat for dwarves, so they can be Con/Wis or Str/Con, but not Str/Wis.
Nonetheless, the same feat support argument could be made for a Str/Con dwarf, and to that I say: a Str/Con dwarf fighter just gets a +1 bonus to attack rolls and damage rolls compared to a Con/Wis dwarf fighter, and I remain unconvinced that such a small difference will break the game or be even noticeable in actual play.
The 4e 'treadmill' makes any difference in attack bonuses quite noticeable, yes. If you're a little behind at 1st level, you're a little behind at 30th. At the highest levels, even with feat taxes, or anytime they're overlevelled, the monsters pull ahead and such differences become more noticeable.
And still at the heart of the problem lies the "I lose 10% damage" mentality...
hitting a little less hard and hitting a little less often is only a problem when monster hp is very high and damage of monsters quitelow... the new damage and monster design guidelines alone should make having a 16 post racial much less dramatic, as encounter will now be filled with a little lower level monsters.
Increased damage means making monsters of equal level a better challenge, means lower defenses and lower hp for a combat of about equal difficulty.
I wholeheartedly believe, monster design was at the heart of the problem. Not the 4e system itself.
Actually I agree with your reasoning here. A little bit more variance in attack bonus and defenses would be a bit more funny.There is still a 'treadmill' effect though. That arises out of the way 4e monsters have fixed and monotonically increasing numbers for most everything. It makes encounter design a lot less of a headache, but it also means you are ALWAYS not useful if you can't keep your to-hit number increasing and you never see a big advantage from doing so. The core math of say 1e AD&D wasn't actually much different from 4e, but because the AC of monsters didn't increase in any kind of fixed relationship to their other abilities you could often run into monsters at 10th level that had AC similar to 3-4th level monsters. Under those conditions having a higher to-hit number was actually meaningful in a concrete way. Now its only meaningful in some abstract sense where you can hit goblins really easily at 10th level, except you'll never SEE a goblin at 10th level! In the old days my 10th level fighter might EASILY see a Hill Giant at 10th level, which is still a threat because it can do a LARGE amount of damage and has a high to-hit, but your level and str and magic and whatever also means you hit it often as well. The differences between monsters thus is much more dramatic (between characters too). 4e ends up feeling samey at all levels and monsters often feel like they are almost the same as all the other monsters.
The problem with the idea that it means less to hit better against lesser defenses really doesn't work out either. It is only marginally less important and in fact disposing of these higher damage monsters faster by hitting them more often can be even MORE rewarding. You could afford to wiff a bunch before, the consequences were trivial at high level. That isn't really true anymore. Greater damage outputs just increase combat intensity, putting more of a premium on hitting often and hard. It may shift the equation a bit in favor of damage bonuses, but not much.
The whole design of the game fosters the desire to hit 10% more often. A few slight tweaks are not going to measurably change that. I totally agree the changes to monsters are a good thing, but don't overestimate what it does for the game.