jodyjohnson
Adventurer
Design Goals
1. Still use DDI and Character Builder as much as possible.
2. Less swingy than 1e
3. Using 4e tech
4. Flatter math
A. Re-tool the Creature math (based on the Sly Flourish DM cheat-sheet)
1. Skill DCs same (the High DCs actually become more difficult over time)
2. Average Damage = 5+Level with normal +/- 25% and +50% categories.
3. Minion damage = half level average
4. Average AC = 16+1/2 level
5. Average Defense = 13+1/2 level
6. Low Hit Points = 6+4/level
7. Medium Hit Points = 7+5/level
8. High Hit Points = 9+6/level
9. Atk vs. AC = 6+1/2 level
I already adjust most of my creatures for the new math via Monster Builder - just using different math.
Less damage, lower defences, lower attacks, roughly half the hit points so we need some PC changes
B. Absolute stat cap of 19 pre-Epic (with normal race and level bonuses subject to cap)
C. Lower PC hit points: Con + per level hp only (no level 1 bump)
D. No modifier from Masterwork armor - this is the biggest pain in the Character builder
E. No math-fix feats, banned list from DM, possibly reign in uber damage combos from feats and powers.
F. Power-based healing including Second Wind can't cross Bloodied or 0 hp barrier - excess healing becomes Temp Hit Points. Add magic healing ritual or martial/heal skill technique to heal between encounters. Also rest and recovery based on bedrest or Endurance. 20+ on Death save can return a PC to action.
G. 0 hit points is defeated with a status based on attack type, narrative flow, intent, or keywords on ongoing damage in effect at the time.
Manually fill on AC, hit points, and any other variance from CB.
More emphasis on not getting Bloodied and really try to avoid dropping to 0 or below. Divine/Arcane/Primal/Heal skill Rituals for getting patched up during a short rest are cheap but time consuming. General power-based healing is much less magical and more morale-based.
DM determined XP for preferred advancement. Overall more encounters per session.
1. Still use DDI and Character Builder as much as possible.
2. Less swingy than 1e
3. Using 4e tech
4. Flatter math
A. Re-tool the Creature math (based on the Sly Flourish DM cheat-sheet)
1. Skill DCs same (the High DCs actually become more difficult over time)
2. Average Damage = 5+Level with normal +/- 25% and +50% categories.
3. Minion damage = half level average
4. Average AC = 16+1/2 level
5. Average Defense = 13+1/2 level
6. Low Hit Points = 6+4/level
7. Medium Hit Points = 7+5/level
8. High Hit Points = 9+6/level
9. Atk vs. AC = 6+1/2 level
I already adjust most of my creatures for the new math via Monster Builder - just using different math.
Less damage, lower defences, lower attacks, roughly half the hit points so we need some PC changes
B. Absolute stat cap of 19 pre-Epic (with normal race and level bonuses subject to cap)
C. Lower PC hit points: Con + per level hp only (no level 1 bump)
D. No modifier from Masterwork armor - this is the biggest pain in the Character builder
E. No math-fix feats, banned list from DM, possibly reign in uber damage combos from feats and powers.
F. Power-based healing including Second Wind can't cross Bloodied or 0 hp barrier - excess healing becomes Temp Hit Points. Add magic healing ritual or martial/heal skill technique to heal between encounters. Also rest and recovery based on bedrest or Endurance. 20+ on Death save can return a PC to action.
G. 0 hit points is defeated with a status based on attack type, narrative flow, intent, or keywords on ongoing damage in effect at the time.
Manually fill on AC, hit points, and any other variance from CB.
More emphasis on not getting Bloodied and really try to avoid dropping to 0 or below. Divine/Arcane/Primal/Heal skill Rituals for getting patched up during a short rest are cheap but time consuming. General power-based healing is much less magical and more morale-based.
DM determined XP for preferred advancement. Overall more encounters per session.
Last edited: