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4e Healing was the best D&D healing
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<blockquote data-quote="Lanefan" data-source="post: 8049087" data-attributes="member: 29398"><p>There's a rather big difference, though, in the <strong>types </strong>of change here.</p><p></p><p>With Tom, we're talking about a change from nothing (or something undefined) to something defined. It's more a numerical development of what was in hindsight there all along; and once those numbers are defined they're locked in until-unless Tom gains or loses levels.</p><p></p><p>But with the ogre, we're talking about a change from something already defined (and thus locked in) to something else.</p><p></p><p>The stat block is what it is, and doesn't change (unless the Ogre somehow gains or loses levels, extremely unlikely). The Ogre's interpretation of those stats and how they relate to what it's facing are what (most likely) determine its approach and-or actions. If it feels it's tougher and stronger than these puny Humans it's going to arrogantly stride in to the fray. If it feels it can't stand up to all that heavy metal armour and so forth, it's going to abandon the swagger and either fight for its life or run away.</p><p></p><p>But it still has the same to-hit and damage, it still has the same hit points, it still has the same 'tricks', regardless of who-what it's facing. It is consistent with itself, and with the world around it. To do anything else invalidates not only the setting itself but the PCs'/players' knowledge of that setting.</p><p></p><p>As a nasty side effect, changing the monsters like this also serves to steepen the power curve and reduce the range of PC levels at which a given monster is a viable foe. This was probably intentional, given as 4e was designed on the heels of 3e which had a horrifically steep power curve and the designers may well have been trying to maintain that, but it's still IMO a mistake.</p><p></p><p>The changes in the PCs as they gain levels over time should be more than enough to alter the threat presented by any given foe.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8049087, member: 29398"] There's a rather big difference, though, in the [B]types [/B]of change here. With Tom, we're talking about a change from nothing (or something undefined) to something defined. It's more a numerical development of what was in hindsight there all along; and once those numbers are defined they're locked in until-unless Tom gains or loses levels. But with the ogre, we're talking about a change from something already defined (and thus locked in) to something else. The stat block is what it is, and doesn't change (unless the Ogre somehow gains or loses levels, extremely unlikely). The Ogre's interpretation of those stats and how they relate to what it's facing are what (most likely) determine its approach and-or actions. If it feels it's tougher and stronger than these puny Humans it's going to arrogantly stride in to the fray. If it feels it can't stand up to all that heavy metal armour and so forth, it's going to abandon the swagger and either fight for its life or run away. But it still has the same to-hit and damage, it still has the same hit points, it still has the same 'tricks', regardless of who-what it's facing. It is consistent with itself, and with the world around it. To do anything else invalidates not only the setting itself but the PCs'/players' knowledge of that setting. As a nasty side effect, changing the monsters like this also serves to steepen the power curve and reduce the range of PC levels at which a given monster is a viable foe. This was probably intentional, given as 4e was designed on the heels of 3e which had a horrifically steep power curve and the designers may well have been trying to maintain that, but it's still IMO a mistake. The changes in the PCs as they gain levels over time should be more than enough to alter the threat presented by any given foe. [/QUOTE]
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4e Healing was the best D&D healing
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