Raven Crowking
First Post
version 1.0 of anything is a lot worse than later refinements.
Truth!
Trying to do your own design work is a certain way to gain a lot more sympathy for the pros!
RC
version 1.0 of anything is a lot worse than later refinements.
You are looking at it as black and white percentage of number of books.
First, not all of the PHB errata is about feats, powers, etc.
Some of it is skills and other aspects which are under the control of the players designing a PC.
Second, you are forgetting about lessons learned.
The designers put together the PHB and the community found gaping holes in it right away. The PHB is version 1.0 of 4E. Sorry, but balance-wise, it sucked in some places. It has a lot of non-obvious on the surface balance bugs.
Why? Because just like software design, version 1.0 of anything is a lot worse than later refinements.
PHB 2 is version 1.5 of 4E. There is a lot fewer errata on PHB 2 because the designers made fewer obviously bad mistakes. They learned from their earlier mistakes.
Martial Power came out in November 2008 and it had a brand spanking new mechanic of Battlerager which totally ignored minion damage and totally unbalanced Fighters with a plethora of free hit points multiple times per round. Opps. Another lesson learned. Another errata. This is only 5 months after the PHB came out and was already on the drawing boards. Such an obviously bad design wasn't caught because the designers hadn't yet learned as much what to do and what to not do.
It takes time for the designers to start getting it right. Heck, the second re-design of the skill challenge table took 2 years to implement. The orignal sucked and was way too hard in some cases. The first re-design was pushed out quickly and still sucked, just in the opposite direction (it still heavily disregarded the math). The third re-design is pretty darn close to the actual math, but it's still too easy (Medium DCs are nearly 100% success for most trained PCs, that's not medium, that's easy), but not as egregious as the second design.
And the ranger in turn could have killed the monster by pulling all strings i guess:Good point UngeheuerLich. When the ranger took 114 points of damage from a single monster's first turn (putting her 1 point from death), it was really only because the monster was using the MM3 numbers. The monster was I believe (don't have my notes in front of me) 1 level below the party's. Under the old damage expressions, I'm not even sure the ranger would have been bloodied by the same sequence. Had I been using a monster 2 or 3 levels above the party's level, the ranger would have been well and truly dead. What the ranger learned was that wandering off by yourself in a dungeon that's known to be dangerous is not a particularly bright idea. What I learned was that, as you say, equal level encounters can be just as frightening as level +4 encounters used to be.
I fully expect that if I always throw encounters at the party that are a couple levels above theirs, they'll be wanting to take frequent extended rests. By using equal-level encounters though, they're able to get in a number of encounters before needing to take an extended rest.
And the ranger in turn could have killed the monster by pulling all strings i guess:
Daily ---> action point ----> daily -----> minor action attack.
Which would have most probably not worked if you had put him up against a level+4 monster, that has defenses 5 points higher and more hp. A level -1 monster most probably is hit with everything the ranger uses againt him. (If he is an elf or a human, chances are great)
Yeah, so the ranger got all but one-shotted by a monster, but that's OK, because he could pull out all the stops and blat the monster before it did anything, too... and that's where 5 minute work days come from. The monsters are so fearsome you have to take them out /fast/, you do that by going nova. Then you rest. Every bit as undesireable as a 'grind' IMHO.
This is exactly our point. Your argument has been that there's a definite power creep due to all these new options, synergies, etc. which is what forced the change in monster damage. And yet, it seems evident that they learned their lessons and made far fewer mistakes as time went on. Those new options were not inherently more powerful and/or too powerful. Rather, they were just right. More options does not have to mean more power.
Ideally, more options simply mean more options.
A character that chooses to use a hammer instead of a sword for instance should, ideally, be equally effective as the sword user for instance. Just because he has access to a second weapon should not mean that he's more powerful.
Same goes for powers, feats, etc. If the later books were showing a clear trend of power creep as you have suggested, then we would be seeing at least as much errata, if not more. Instead though, most of the errata is from the earliest book(s) which would suggest that power creep is not, in fact, a problem.
More options means more synergies.
No, it doesn't. Usually in fact, versatility comes with the trade off of not being as powerful in any one facet, but capable in a multitude of areas. versatility is certainly a form of power, but it generally comes with a price. Otherwise, by your definition, everybody should just play a bard and watch the DM cry. After all, no class comes anywhere near to the bard in terms of versatility. A bard can get just about any power, most feats, most paragon paths and epic destinies, etc. So clearly, the bard must be far and away the most powerful class in the game. Don't get me wrong, the 4e bard is a great class that is pretty much perfectly balanced with all the others, but its not far and away the most powerful class. They are the Jacks of All Trades, but the Masters of None. Their versatility makes them as powerful as the rest, not more powerful.No, it means that he is more versatile. With the sword, he hits more often. With the hammer, he does more damage or knocks foes down.
Increased Versatility = Increased Power.
Evidently we aren't since there are no 3e characters in my 4ed game. And for an equally useless comparison, the modern day marine would kick the 4ed fighter's butt in my opinion.We must not be playing the same game. In our encounters, the players who have options are more capable than the 3E Fighter who just goes up and swings each round.
Again I'll reiterate that synergy makes you better in certain areas, but generally at a price in others.It's better to refer to it as synergy creep, not power creep.
A fair point.WotC hasn't put out an errata since October. So, the mistakes in the most recent books are relatively unknown.
Actually, I believe I already stated that surgeless healing (and hence the pacifist cleric) was the biggest example of creep in the game. And oh by the way, it was also hit with the nerf bat pretty much across the board.Do you really think that a Pacifist Cleric is LESS capable of healing than the original Cleric?
Do you really think that more healing in a party makes the party weaker than before???
The synergy and hence group power increase of having stronger healing in a group is HUGE.