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D&D 4E One Houserule to Rule Them All; Or Fixing Epic 4E

Nyronus

First Post
So, I’m not the most talkative member of this forum. Swooping in to give my opinion on a issue every now and again, but not often, and not much of starting anything new. Let alone posting house-rule stuff. That madness I have not tried since later 2008. But, times do change.

I have mentioned more than once that I am running an Epic DnD 4E game. At the time of writing the party is trying to stop Ashardalon from killing the World Tree. I’m also a players in another game which is at level 25, where we’re going to stop an invading Far Realm beastie. Regardless, the point is that I’ve seen a lot of DnD 4E, a lot of Epic DnD 4E, and I have seen The Grind. The Grind is a tricky problem to solve. On one hand, it is a player problem. In our last battle, everyone got frustrated with how late it was getting, so I basically man-handled the players and got the entire round done (4~ Elite Monsters included) in ten minutes. I’ve also seen fights take three hours at nearly fourty-five minutes a round. One thing I’ve noticed though is that part of the Grind is a problem with high level 4E, namely Multi-attacking.

The problem of Multi-attacking is a two-fold one. With it, we have the utter dominance of certain build models at the exclusion of all others for strikers. I have what ammounts to a party of four strikers, a controller, and a buff/heal/enable bot DMPC. One is a Dagger-Master Rogue, the Other is Brutal Scoundrel, both stocked up on minor action and multi-attack powers. The Dagger Master is particularly scary when he can land Path of the Blade, which is just a monster wrecking power. We have a barbarian who crit-fishes with a Rending Gouge and all sorts of horrifying multi-attacks, and can “accidentally” encounters with random crit-chains. Our Fighter is a Min-Maxed Shifter Tempest Fighter/Son of Mercy with the luck of a god. Every time one of these character’s turns comes up we see the game grind to a halt. Storm of Blades? O.k. Yes, you hit. Hit. Roll again? Crit? O.k., roll for your extra melee basic attacks. O.k. Hit. Miss. *Sigh* Alright. What’s you static damage? 23? Alright, that’s 92. Now roll for Storm of Blades. O.k., 110. That’s 12 for the Crit. 122. Now roll for the melee basics. 26? Total? 148. Now roll all of your extra critical stuff. 76? That... 224 damage.... you forgot the Artificer buffed you last round didn’t you? Did you remember you have combat advantage? Its dazed, of course you get combat advantage. That means the last attack also hit... and you get an extra 35 damage from the damage buff... roll for the last attack’s damage...

Now imagine a 10-to-40 second pause between each data-bit as buttons are pushed, electronic windows are navigated, dice are rolled, and math is done. On top of four other twenty-something guys all chatting around this, and/or trying to butt in and ask questions or make statements. Turns can take 5 to 15 minutes not from players being bad, but from having to do strings of multiplication and addition to get the turn done.

Of course, one could just ban multi-attacking, but that won’t make the Grind go away. Epic level monsters get fat. Really fat. End-Game Bosses like The Dragon of Tyr, Ogermooch, and Lolth clock in at over 1200 HP. Each. Most of those on that list are going to be facing a level 30 party with backup. With characters like controllers and leaders pinging away with their measily 2-4d10+17-23 damage a round and a non-charging, non-multi-attacking strikers maybe able to do, oh, 70-80 damage a round, with really min-maxed warlocks clocking in at 90 DPR at best, you’re looking at a fight which lasts 5-6 rounds, assuming no one goes down, no one gets their turn eaten by control, and no one misses. And with critters like Ogermoch, Lolth, and the Dragon of Tyr facing them at this point, good damn luck.

Monster HP scales out of control, so Multi-Attacks are needed to give players the kind of staying power against what ammounts to, after MM3, an army of Sherman Tanks with Wheat Threshers mounted on the front. But, multi-attacks are a real time-chewer, and they force Strikers into straight-jackets, with effective build choices narrowed greatly, and most keeping the one or two multi-tap powers they get in their career from anywhere as low as 1, all the way to 30. This turns Epic games into a long stream of math and cookie cutter builds when it comes to being a striker, and dice towers for everyone else.

I have a three-fold solution for this problem.

First Off: Halve Monster HP.

Second: Codify Bonus Stacking

Third: Nerf Multi-Attacking on Principle.

The most complex issue is the third, so I will touch on it first.

Let me introduce the concept of the Flurry Rule

Flurry

When a character makes more than one attack a turn, only the first attack that hits counts for full damage. Each additional attack only adds its [W] damage as Extra Damage. If a character is making more than one attack as part of a single power, if any blow is a critical hit, the entire power is treated as a critical hit. Attacks made with a standard action granted by an action-point or power are treated as a separate turn for the purposes of Flurry.

-

Now, what this does is it takes away Multi-attacking’s overwhelming damage dealing power, and with monster HP halved, returns a lot of power to CONAN SMASH style one shot, bucket or [W]s style powers. It does give it some other advantages. For one, multi-attacking confers a lot more accuracy even if the overall damage can be less, and it also enables crit-fishing tactics. In other words, attacking rapidly from more than one direction allows you to wear down enemy defenses and strike weak points while they're trying to defend five places at once. You know. Exactly how flurry-tactics work in real life.

I am unsure wether Flurry should apply on a round-per-round basis or a turn-per-turn basis. On one hand, turn-per-turn is nice a clean, but with monster HP halved, things like strikebacks and fountain-of-MBA Warlords gain a lot of the power left behind by the Ranger. There is also the question of how Flurry should work on a fountain-of-MBAs leader if it where on a round-by-round basis. Should it work? What way works and makes sense?

Now, onto codifying bonus stacking. The reason to do this is to curb some of the effect halving-HP has on the math-balance. Suddenly, characters who would be doing only 20-30 DPR are raking in 40-60. The striker loses 100 DPR, but the 50 he has left over acts like its 100 old DPR, while his buddies gain gain an effective 120 extra. So the party that was doing 270 is now doing an effective 340. Oops. This really wont effect the guy who only has Stat+Enhancement+Focus Feat to his damage, as he won’t be effecting that much in game still, but mid-range damage dealers like Fighters and Blaster Wizards who weren’t investing in multi-attacking, but were investing in damage won’t suddenly get free effectiveness out of the rule-shift.

The rule of thumb for dealing should be as follows: If it comes from a Feat, its a Feat Bonus. From an item? Item Bonus. From a Class? Class Bonus. From a Paragon Path? Paragon Bonus? Epic Destiny? Epic Bonus, and so on and so forth. The second rule of thumb is that small bonuses that are conditional should be kept untyped, or made so. I don’t mean conditions which can be gotten all the time, like doing a certain type of damage. Those are rewards for specializing. Large bonuses, even conditional ones, should be typed, but should be larger than any constant bonuses of their type, or their pointless. I would consider a potential extra type of bonus called statistic, or, extra statistic bonus. This is for things like Lyrandar Windrider, or Radiant One. This is so someone like a Warlock/Lyrandar/Radiant One with the Cursed Spells feat couldn’t run around with a nice fat 10-21 extra damage over all the other strikers, which means a lot more now than it used to. Certain other items which provide large bonuses to damage, like charge kits, need to be changed for the sake of balance. Thundergod Weapons do +1 untyped damage per tier to charge attacks. Same with Horned Helm.

The final bit, and hardly the most unheard on, is halving monster HP. Now, this one I would make a slight suggestion for. In Paragon and Epic, halving monster HP might be a boon, but in Heroic, where the math still works perfectly, it sets the game on easy mode. My elegant solution is not so much a halving on the monster HP, but a fundamental change to the HP formula. For levels 1-10, or perhaps 1-15, HP it is the same. Beyond that, HP progression is halved. Brutes get 5 per level, Lurkers and Artillery get 3, everyone else gets 4.

A forth and final change may be removing the extra dice from a critical hit, for much the same reason bonus stacking should be curbed.

Ultimately the whole purpose of the Three-Fold Houserule is to stream-line the game’s math at epic level and stream-line play. I have not run playtests, or even used my Char-Op math-fu beyond the spit-balling I did in this post. I mostly wanted to toss this out to the community to see what they thought, and perhaps see which mad fool would like to playtest this for me.

So, thoughts, comments, criticisms?

(The things I do instead of homework... sheesh...)
 

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I read your entire post and liked it. I cannot say whether your system would work or not. I hope that you have a chance to try it out and let us know.
 

I appreciate the sentiment, it's always impressive when I hear someone run if epic tier games and trying to speed up fights despite the system.

Halving HP? Great idea. I do it for all standard monsters, by not elites or solos.

Codifying bonuses? On the surface makes sense but it screws over several basic attack based essentials builds and any class which takes the Primal Eye feat. It also would screw over Bracers of Might or Archery which are *supposed* to boost basic attacks.

That flurry house rule? My gut sense is the rogues would hate it, but the real issue is you're just reducing damage, not the speed of turn resolution. If you want faster turns why not have multiattackers deal static averaged damage with additional attacks? The way you have it they are still rolling. I get that it's meant to flatten your party's striker curve, but I would have a serious pow-wow with your players before doing this one in particular.

I also have some questions that arose from the way you present the problem:

*Do players roll attack and damage at the same time?
*Have you tried SlyFlourish's monster card idea where you hang cards with monster defenses over the top of your DM screen?
*Do you include "outs" and "accelerants" in your fights?
*Do you require players whose PCs give out bonuses to write those up on index cards before game and hand them to players as reminders?

Wait...you're playing online? Hmm. That makes this trickier.
 

I say: Get rid of routine 'balanced' encounters at Epic. Most fights should be either completely trivial - maybe don't even bother rolling - or occasional massive god vs god apocalyptic affairs, where the PCs battle multiple 'peer competitors' and battles can run for at least one session, maybe more.

Edit: Mind you, I like all three of your house rules, though. Only thing I'd say about half hp is that I run Heroic Tier with 1/2 hp, and I don't think any player would say my games were 'easy mode'.
 
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I appreciate the sentiment, it's always impressive when I hear someone run if epic tier games and trying to speed up fights despite the system.

Halving HP? Great idea. I do it for all standard monsters, by not elites or solos.

Codifying bonuses? On the surface makes sense but it screws over several basic attack based essentials builds and any class which takes the Primal Eye feat. It also would screw over Bracers of Might or Archery which are *supposed* to boost basic attacks.

That flurry house rule? My gut sense is the rogues would hate it, but the real issue is you're just reducing damage, not the speed of turn resolution. If you want faster turns why not have multiattackers deal static averaged damage with additional attacks? The way you have it they are still rolling. I get that it's meant to flatten your party's striker curve, but I would have a serious pow-wow with your players before doing this one in particular.

I also have some questions that arose from the way you present the problem:

*Do players roll attack and damage at the same time?
*Have you tried SlyFlourish's monster card idea where you hang cards with monster defenses over the top of your DM screen?
*Do you include "outs" and "accelerants" in your fights?
*Do you require players whose PCs give out bonuses to write those up on index cards before game and hand them to players as reminders?

Wait...you're playing online? Hmm. That makes this trickier.

By reducing the ammount of damage, or more specifically, how much damage is done per hit and in what way, it speeds up the math and therefore turn resolution.

As an example, lets say a ranger hits 4 times with Blade Cascade.

First, he has his static damage modifier. Let's say 24. Then we have the dice he rolls. Using a free dice roller we get 7, 10, 7, 10, 2, 8, 5, 9.

The math problem comes out to be 24 + 24 + 24 + 24 + 7 + 10 + 7 + 10 + 2 + 8 + 5 + 9. That's... an ugly looking problem. So, first step, after we rolled and confirmed four attacks and rolled dice would probably be to make the problem "easier" by condensing factors down using basic addition and multiplication. For instance I know that two times seven is 14, so I condense it to that. Eight plus two is ten, and then ten times three is thirty. Five plus nine is fourteen, and fourteen times two is 28. Twenty eight plus 30 is 58, which brings us to 24 + 24 + 24 + 24 + 58. Then we boil it down further by multiplying 24 times 4. Since I know twenty-five times four is 100 and four times one is... four, I can just subtract four from 100 to get the answer. Otheriwse I would have probably broken it down int 4 x 20 + 4 x 4 to keep things a little easier on my brain. So, 96 + 58. Which, for the sake of sanity, gets converted to 90 + 50 + 14, which boils down to 154 damage. Hurrah! Now, I'm a living calculator, and doing all of that math took me about a minute. My players... are not. So they either feed me data bits so I can work my magic, which involves extra time for communication and miscommunication, or I have to wait a long goddamn time for them to do anything. Then I have to ask them if they remembered conditional bonus X, at which point they tell me no and flounder for a few minutes working out the implications.

With Flurry you only ever need to calculate one damage roll. Hell, you only need to push a button.

I do admit it is partially a player problem. Some players, like our Invoker, have taken to plotting tactics way ahead of time and rolling all their attacks and damage ahead of time. His turns take a minute or two at most. The problem with rolling damage ahead of time for everyone else is a lot of things can go right or wrong in a turn. The barbarian can roll anywhere from 3 damage rolls to 7 in a turn, if he gets lucky, and he has gotten lucky before. He honestly won't know how many damage rolls to make until he finishes a given attack routine. Furthermore players would still often find themselves grasping at straws if something happened between now and their turn that screwed up their plans.

Passing out bonus cards and such is hampered by online play, and while I can't hang monster cards, the players are smart enough to figure out monster defenses pretty quick... the problem is that they seems to forget them just as quickly.

"Does a 47 hit?"
"Look, anything over a 41 hits anything in this fight"
"... Does a 48 hit?"

That... happens far to often.

I honestly wouldn't foist this system on my current campaign. I wouldn't want to risk game balance issues that might arise from this either drastically weakening them or making them even more retardedly good at killing things. I need to pow-wow with them about this regardless.

Part of the idea of the flurry is to not only speed up the multi-attack-math conga, but also to make more striker builds, and I should say more striker classes, viable than simplely some permutation of multi-attacking, charging, charging with multi-attacking (i.e., Kulkor), or using crit fishing to get more multi-attacking.

I'm mostly trying to find a resolution to this issue since I want to play more epic 4E, and so does the community. I have other 1-30 games I want to run. Other games which need 30 levels to get finished. But, if its slow, tedious, and just extra math homework, I don't know if I can take it.
 

Nyronus said:
Passing out bonus cards and such is hampered by online play, and while I can't hang monster cards, the players are smart enough to figure out monster defenses pretty quick... the problem is that they seems to forget them just as quickly.
Consider it a player training tool ;)

Since adopting monster cards with transparent defenses, I noticed our group took about 3 sessions to catch on so that more often than not they're looking to the cards rather than asking "do I hit?" Just reducing that one transaction has sped things up quite a bit, I honk largely cause it frees me up to do more stuff. As a DM I only have so much RAM after all.

Plus I can put other meta information on the cards like "fiery aura 4" which usually are a constant question players ask.

It's worth a try if you can swing a way to do it online.
 


Hi there,

interesting problem. Recently I did a revision of the 4E Fighter class and it was pointed out to me that multi-attacks are generally broken in 4E.

The number of attacks should subdivide the base [W] of a same level power AND also add a cumulative -2 penalty.

i.e. Epic Daily for 8 [W], the same level daily with two attacks should be 4 [W] each with a -2 penalty. The same level daily with three attacks should be 2 [W] (rounding down) with a -6 penalty, etc.

Blade Cascade itself probably needs a cumulative -2 penalty with each attack.

I'd also suggest that if a player forget a benefit is in effect ("Darn I forgot I had combat advantage against the Balor"), that they don't get such a benefit. "Tough luck son, your momentary confusion allowed the Balor to get into a better position." :)

You might also consider adding a 3 minute 'egg timer' (Hourglass) at the table. If a PC doesn't resolve their turn within that amount of time, then they don't get anymore actions. "Your unfortunate dithering means that the action just passes you by!"

By the way, what is this "free dice roller" you speak of? Is this some sort of smartphone app that rolls for you? Wouldn't it be quicker to roll dice?
 

I agree the number of seperate attacks can get ridiculous, but why not just talk to your players and ask them to not take them?
 

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