Lanefan
Victoria Rules
Apropos of nothing else, this is the best line I've seen today!... mudflation style bags of hp clad in tissue paper. ...
Apropos of nothing else, this is the best line I've seen today!... mudflation style bags of hp clad in tissue paper. ...
Yup its a good one.Apropos of nothing else, this is the best line I've seen today!![]()
I guess when you put it like that . . .They can't be, can they? Didn't he claim they never made it to that level? Of the two people discussing high level 4e, only one actually has experience with the game at that level...
I guess when you put it like that . . .
I've posted examples, which you seem to be ignoring.You dont need to play it when its right there in black and white. Go read the 4E phb level 15-19 powers and compare them to 5E spells.
They're roughly 3rd level. Hit points are similar in monsters, 4E MM creatures lack damage.
Hence complaints about 4E combat taking a long time. 5E ramped up damage a lot.
I've posted examples, which you seem to be ignoring.
A high epic tier fighter can do 600 hp of the damage to the tarrasque in one round. That's not comparable to 5th level in any version of D&D. A high epic tier invoker can dominate a group of enemies once per encounter. That's not comparable to 5th level in any version of D&D.
I already commented on the 19th level wizard spells, and explained why they are not the same as 3rd level spells in 5e. The differences become even more marked when regard is had to the other differences between 4e and 5e. A 3rd level fireball in 5e does an average of 28 hp of damage before saves. An Ogre has 59 hp. Even a 20th level wizard's fireball won't eliminate a group of ogres. In 4e D&D, when a 19th level wizard encounters Ogres, it's likely that at least some of them are minions. On a hit, any damage will defeat them. As will auto-damage. And a horde of Ogres, statted as a swarm, will take extra damage from an AoE attack.
Here is a 9th level 5e AoE control spell, Weird:
You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.
A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.
In 4e terms, that is something like this:
Area burst 5 in 20
Hit: 4d10 + INT psychic damage and ongoing 20 psychic damage and frightened (save ends both). First failed save: ongoing 50 psychic damage and frightened (save ends both).
Miss: Half damage.
Frightened, in 4 terms, is something like Has -5 to attacks, skill checks and ability checks, and cannot move closer to the caster.
That's not a bad control effect. But the only respect in which it's obviously better than Evard's Black Tentacles is that it does more damage. The fact that wizards in 4e are not big damage dealers is a design feature. The Sorcerer in my 4e game did not feel like an underperformer in the damage department, with an average of 60+ hp of damage at-will AoE attack at the top of epic.
A 19th level PC is close to Epic tier. Here's an example of an episode of upper-Paragon play:How would you compare them, then? What 1e level is a 4e 19th comparable to, and what 4e level is a 1e 7th comparable to?
In AD&D terms, this is in the same general ballpark as D3 or Q1, and so I guess 10th to 14th level.After a duergar theurge called Framath helped the PCs in their fight with a hydra, which left the PCs in possession of a 4th piece of the Sceptre of Law (= Rod of 7 Parts), the PCs returned with her to the duergar stronghold so that they (i) take an extended rest, and (ii) repay the debt they owed her for her help. (They made it clear that they were not going to give her even a piece of the Sceptre as repayment!)
In the duergar stronghold, the PCs were housed in two separate groups. The invoker/wizard who wields the Sceptre, and the tiefling paladin who respects the duergars' reliability and empathises with their past dealings with devils, were housed in pleasant quarters. The dwarf fighter/cleric of Moradin, the elven ranger, and the drow chaos sorcerer, were housed in dingy quarters. The drow was in a bad way for two reasons: (i) his channelling of chaos energy in the fight with the hydra had blinded him and has Robe of Eyes (although he was able to attune himself to chaos emanations, gaining a variable blindsight); and (ii) the duergar didn't trust him, given that he is a drow wearing demonskins emblazoned with runes of chaos.
<snip>
the drow received a mysterious telepathic communication from a being calling itself "Pazrael", telling him that if only he would open a doorway in a warehouse in an out-of-the-way part of the hold then his blindness would be cured. Deciding that he was sick of being cooped up, the drow sneaked out to the designated location, and after some scouting out, and some wrestling with his conscience, decided to "open" the door by blasting it with the Winds of Change. When he did (i) his blindness was lifted, as promised, (ii) a magical gate opened in the doorway, and (iii) some duergar guards heard the (loud) noise and came to investigate. They found the gate, but the drow managed to persuade them that he was in the area because he heard the noise, rather than that he was the one who had helped open it. (This was resolved as a skill challenge, with only partial success.)
The guards nevertheless took the drow before the leader of the hold (and Pechuk's rival), Murkelmor.
<snip>
news came to Murelmor that hordes of demons were now attacking through the gate. Naturally, the PCs were in the vanguard of the response! This fight unfolded in two stages. First, the PCs (minus the ranger, whose player had to go home - we took it that he was on his flying carpet helping the duergar off-screen) came to the gate and fought the demons guarding it - a nabassu, a shaadee and a (levelled up) Jovoc - as well as a flight of vrocks that flew in to attack them (elite Gargantuan swarm). The two biggest tactical challenges here were (i) bringing the vrocks to ground - once they did this, they didn't have too much trouble with them), and (ii) the shaadee's domination, which I got off twice in a row against the sorcerer PC, who was therefore blasting away the defenders' hit points with Blazing Starfalls. Once the sorcerer's player got his actions back, he blasted the demon away with some well-placed demonsoul bolts (which pushed it off the roof of the building it was lurking on, for bonus damage). But just as the PCs were finishing off the demons, they got a shock when Orcus (or, as it turned out, an Aspect thereof) came through the gate.
At the same time that this happened, the ranger PC came onto the scene chasing mobs of orcs (two Huge swarms), plus half-a-dozen ogres - slaves of the duergar in revolt under the leadership of an ogre dreadnought and trying to escape through the gate. (In the real world, Orcus's arrrival marked the end of one session, and when we reconvened a fortnight later the ranger's player was back on deck.) The players opted to focus on Orcus while holding off the slaves, or picking them up in AoEs. The paladin was maintaining a Righteous Inferno, which in conjunction with some other terrain features forced the orcs and ogres to focus on the defenders rather than the squishy sorcerer and invoker.
As his 19th level daily the invoker's player had chosen Forced Submission (a relibale save-ends domination power), and decided that now was the time to use it. He hit first time, despite needing 15+ - he had bonuses from Preserver's Rebuke, Knowledge is Power (Divine Philosopher ability) and combat advantage due to Orcus being in the paladin's Inferno. So Orcus spent two turns dominated: on the first he threw his Wand through the gate, which the sorcerer then blocked off by raising a pillar of earth in front of it (6th level utility from Heroes of the Elemental Chaos); on the second he clawed ineffectually at the ogre leader (who had got too close to the invoker for the invoker's comfort!).
After that it was all downhill for Orcus, as the ranger pelted him with arrows, and the other PCs wailed on him too), and while the revolting slaves managed to pile quite a bit of damage onto the defenders (especially the fighter), good healing tactics kept them up. Meanwhile the invoker shut down the gate - this took four actions (three standards and a minor) but was done in a single turn using a Timeless Locket and Uncanny Insight. In the course of this, he worked out that the gate had runes of Pazrael inscribed around its edge, but that it was not opening onto the Plane of 1000 Portals. He also detected a strange disembodied presence, which offered him help in shutting down the gate. He declined the help, but opted to shut the gate quickly rather than try and force the presence back through it (mechanically, he finished the skill challenge at 4 rather than 6 successes). Shutting the gate hurt Orcus further, debuffing him on defences and damage, and he was killed (fittingly enough) by an arrow from the ranger, who is also a cleric of the Raven Queen. (The paladin, who also serves the Raven Queen, and whose turn was up next, was forgiving of this kill steal by a fellow devotee.)
At this point it seemed like things were OK. The PCs had seen Murkelmor fall in trying to quell the slaves, but otherwise things looked OK. When the disembodied voice vowed vengeance against the invoker and his duergar friends, he laughed it off and set about conjuring a Magic Circle to trap the body of Orcus's Aspect, and thereby (hopefully) depriving Orcus of some of his essence. (He used a jewel carved in the shape of an eye that had earlier been taken from a worshipper of Vecna as a focus to make the Circle permanent - the players liked the idea of having Vecna be their watcher over Orcus.)
But . . . but . . . my vorpal longsword goes to 11.Feeling high level isn't just about how much damage one can put out as a player.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.