Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
4E Races, Post-Essentials: Flexibility, You Say?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 5276405" data-attributes="member: 82106"><p>There is still a 'treadmill' effect though. That arises out of the way 4e monsters have fixed and monotonically increasing numbers for most everything. It makes encounter design a lot less of a headache, but it also means you are ALWAYS not useful if you can't keep your to-hit number increasing and you never see a big advantage from doing so. The core math of say 1e AD&D wasn't actually much different from 4e, but because the AC of monsters didn't increase in any kind of fixed relationship to their other abilities you could often run into monsters at 10th level that had AC similar to 3-4th level monsters. Under those conditions having a higher to-hit number was actually meaningful in a concrete way. Now its only meaningful in some abstract sense where you can hit goblins really easily at 10th level, except you'll never SEE a goblin at 10th level! In the old days my 10th level fighter might EASILY see a Hill Giant at 10th level, which is still a threat because it can do a LARGE amount of damage and has a high to-hit, but your level and str and magic and whatever also means you hit it often as well. The differences between monsters thus is much more dramatic (between characters too). 4e ends up feeling samey at all levels and monsters often feel like they are almost the same as all the other monsters.</p><p></p><p>The problem with the idea that it means less to hit better against lesser defenses really doesn't work out either. It is only marginally less important and in fact disposing of these higher damage monsters faster by hitting them more often can be even MORE rewarding. You could afford to wiff a bunch before, the consequences were trivial at high level. That isn't really true anymore. Greater damage outputs just increase combat intensity, putting more of a premium on hitting often and hard. It may shift the equation a bit in favor of damage bonuses, but not much.</p><p></p><p>The whole design of the game fosters the desire to hit 10% more often. A few slight tweaks are not going to measurably change that. I totally agree the changes to monsters are a good thing, but don't overestimate what it does for the game.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5276405, member: 82106"] There is still a 'treadmill' effect though. That arises out of the way 4e monsters have fixed and monotonically increasing numbers for most everything. It makes encounter design a lot less of a headache, but it also means you are ALWAYS not useful if you can't keep your to-hit number increasing and you never see a big advantage from doing so. The core math of say 1e AD&D wasn't actually much different from 4e, but because the AC of monsters didn't increase in any kind of fixed relationship to their other abilities you could often run into monsters at 10th level that had AC similar to 3-4th level monsters. Under those conditions having a higher to-hit number was actually meaningful in a concrete way. Now its only meaningful in some abstract sense where you can hit goblins really easily at 10th level, except you'll never SEE a goblin at 10th level! In the old days my 10th level fighter might EASILY see a Hill Giant at 10th level, which is still a threat because it can do a LARGE amount of damage and has a high to-hit, but your level and str and magic and whatever also means you hit it often as well. The differences between monsters thus is much more dramatic (between characters too). 4e ends up feeling samey at all levels and monsters often feel like they are almost the same as all the other monsters. The problem with the idea that it means less to hit better against lesser defenses really doesn't work out either. It is only marginally less important and in fact disposing of these higher damage monsters faster by hitting them more often can be even MORE rewarding. You could afford to wiff a bunch before, the consequences were trivial at high level. That isn't really true anymore. Greater damage outputs just increase combat intensity, putting more of a premium on hitting often and hard. It may shift the equation a bit in favor of damage bonuses, but not much. The whole design of the game fosters the desire to hit 10% more often. A few slight tweaks are not going to measurably change that. I totally agree the changes to monsters are a good thing, but don't overestimate what it does for the game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
4E Races, Post-Essentials: Flexibility, You Say?
Top