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3.5e to 4e conversions
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<blockquote data-quote="Upper_Krust" data-source="post: 6063190" data-attributes="member: 326"><p>Hey Fieari amigo! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>apologies for the slow reply, had to work last night.</p><p></p><p></p><p></p><p>I should have converted the epic bestiary when 4E was released. I'm a bloody idiot. <img src="http://www.enworld.org/forum/images/smilies/blush.png" class="smilie" loading="lazy" alt=":blush:" title="Blush :blush:" data-shortname=":blush:" /></p><p></p><p></p><p></p><p>When I was initially designing my 4E Immortal Tier, I developed something called Legendary [Ability Scores]. Unlike the 3E cosmic ability, this didn't double an ability score, but instead was like an Epic Destiny dependant upon your ability score, rather than your level. So you would get powers at:</p><p></p><p>[Ability Score] 21, 24, 27 and 30.</p><p></p><p>Rather than be based on Imperial measurements, these would be closer to Mythical benefits letting you do some game-bending things.</p><p></p><p></p><p></p><p>Very interesting question, with no obvious answer.</p><p></p><p>I think the best way to handle Orichalcum for 4E is to redesign it from the ground up. 4E doesn't try to replicate real world physics in terms of damage (then again neither did 3E until I did it). Mechanically I think the game is going to break down if you start dealing more than double damage.</p><p></p><p>If we boost the flat damage of a weapon, then that will have a knock on effect when it comes to Encounter, Dailies and (Epic Tier) At Wills, since those are multipliers.</p><p></p><p>There seems no easy way of designing this. For balance it needs to be a multiplier, but then that messes up with the idea of designing weapons with fractions of orichalcum.</p><p></p><p>What we could do is say that you need 25 strength for the lowest fraction of orichalcum and then +5 for each fraction thereafter.</p><p></p><p>Meaning with 30 strength you would deal x2 damage (which seems fair).</p><p></p><p>Alternately we could kick that in at 21 strength and make that scale up every +3 (fitting in with my Legendary Ability Score idea above).</p><p></p><p>Meaning with 30 strength you would be dealing x4 damage.</p><p></p><p>These ideas overlap with virtual size categories a little either starting at 21 and every +3 or starting at 25 and every +5. </p><p></p><p>But I am still not convinced 4E should have virtual size categories, its pretty well balanced as is.</p><p></p><p>I need more time to think about this puzzle.</p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 6063190, member: 326"] Hey Fieari amigo! :) apologies for the slow reply, had to work last night. I should have converted the epic bestiary when 4E was released. I'm a bloody idiot. :blush: When I was initially designing my 4E Immortal Tier, I developed something called Legendary [Ability Scores]. Unlike the 3E cosmic ability, this didn't double an ability score, but instead was like an Epic Destiny dependant upon your ability score, rather than your level. So you would get powers at: [Ability Score] 21, 24, 27 and 30. Rather than be based on Imperial measurements, these would be closer to Mythical benefits letting you do some game-bending things. Very interesting question, with no obvious answer. I think the best way to handle Orichalcum for 4E is to redesign it from the ground up. 4E doesn't try to replicate real world physics in terms of damage (then again neither did 3E until I did it). Mechanically I think the game is going to break down if you start dealing more than double damage. If we boost the flat damage of a weapon, then that will have a knock on effect when it comes to Encounter, Dailies and (Epic Tier) At Wills, since those are multipliers. There seems no easy way of designing this. For balance it needs to be a multiplier, but then that messes up with the idea of designing weapons with fractions of orichalcum. What we could do is say that you need 25 strength for the lowest fraction of orichalcum and then +5 for each fraction thereafter. Meaning with 30 strength you would deal x2 damage (which seems fair). Alternately we could kick that in at 21 strength and make that scale up every +3 (fitting in with my Legendary Ability Score idea above). Meaning with 30 strength you would be dealing x4 damage. These ideas overlap with virtual size categories a little either starting at 21 and every +3 or starting at 25 and every +5. But I am still not convinced 4E should have virtual size categories, its pretty well balanced as is. I need more time to think about this puzzle. [/QUOTE]
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