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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e House Rules for Closer to pre-4e feel
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<blockquote data-quote="jodyjohnson" data-source="post: 5834187" data-attributes="member: 5590"><p>Pre-4e for me means higher damage to HP ratios & shorter combats in rounds.</p><p>More effective special effects.</p><p>Smaller range of levels and longer effective span of usefulness for creatures.</p><p></p><p></p><p>Damage vs. HP, combat length:</p><p>For me, one of the big changes in feel was the 24-30 hp Kobold you had to beat down with multiple blows. A 10-12 hp Kobold is closer to the 1d4 HP Kobolds of old with an adjustment for the much higher average damage output of PCs. Sure I like minions and continue to use them but they are too easy to kill (check how many old school modules after 1980 still had minimum or very low end HP).</p><p></p><p>There's a part of me that would like to go back to 1e/2e hit points but the math is too brutal. And those original low hit points aren't really compatible with 3e/4e stat bonuses and 4e damage feats, not to mention Encounter and Daily powers. If I could give up all the things I like about 4e I would switch to an OSR game. Plus an elite with 2d4 HP or a solo with 5d4 HP isn't much of a difference.</p><p></p><p></p><p>Effectiveness of special attacks:</p><p>I like the narrative and idea of Save or Die but don't care for how player's use them to bypass HP in pre-4e. Late 4e has made them slightly more effective for creatures. I think lower HP and a rider that creatures falling below 0 with an active effect might help the narrative without making them more appealing when players really just want an enemy dead. As a PC it adds a little more tension to clear an effect in case a creature gets a lucky crit.</p><p></p><p>Limited level range:</p><p>If 1e/2e was really playable between 1st and 10th and 3e was most enjoyable from 1st to maybe 14th then spreading the math gains of previous editions from 1 to 20th makes some sense.</p><p></p><p></p><p>My main concern would be that by 11+ PCs have so many ways to boost damage that the lower monster HP really makes things too easy (PC hp is really only 6-11 lower across all levels). Limiting stats helps somewhat but WotC keeps solving the slower combats issue on multiple fronts but primarily by upping damage combos.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 5834187, member: 5590"] Pre-4e for me means higher damage to HP ratios & shorter combats in rounds. More effective special effects. Smaller range of levels and longer effective span of usefulness for creatures. Damage vs. HP, combat length: For me, one of the big changes in feel was the 24-30 hp Kobold you had to beat down with multiple blows. A 10-12 hp Kobold is closer to the 1d4 HP Kobolds of old with an adjustment for the much higher average damage output of PCs. Sure I like minions and continue to use them but they are too easy to kill (check how many old school modules after 1980 still had minimum or very low end HP). There's a part of me that would like to go back to 1e/2e hit points but the math is too brutal. And those original low hit points aren't really compatible with 3e/4e stat bonuses and 4e damage feats, not to mention Encounter and Daily powers. If I could give up all the things I like about 4e I would switch to an OSR game. Plus an elite with 2d4 HP or a solo with 5d4 HP isn't much of a difference. Effectiveness of special attacks: I like the narrative and idea of Save or Die but don't care for how player's use them to bypass HP in pre-4e. Late 4e has made them slightly more effective for creatures. I think lower HP and a rider that creatures falling below 0 with an active effect might help the narrative without making them more appealing when players really just want an enemy dead. As a PC it adds a little more tension to clear an effect in case a creature gets a lucky crit. Limited level range: If 1e/2e was really playable between 1st and 10th and 3e was most enjoyable from 1st to maybe 14th then spreading the math gains of previous editions from 1 to 20th makes some sense. My main concern would be that by 11+ PCs have so many ways to boost damage that the lower monster HP really makes things too easy (PC hp is really only 6-11 lower across all levels). Limiting stats helps somewhat but WotC keeps solving the slower combats issue on multiple fronts but primarily by upping damage combos. [/QUOTE]
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