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<blockquote data-quote="Jacob Lewis" data-source="post: 8575034" data-attributes="member: 6667921"><p>When you use the d20 as your primary mechanic, all bets are off. Attenuation requires a <em>much larger </em>pool to attain that median average. You're basically giving the game over to chance and lucky rolls. A night of "bad dice" can greatly undermine player (or DM) strategies and choices. Not saying you can't use it, just be aware of how it affects the game.</p><p></p><p>Again, its the d20 that keeps things unpredictable. It's a feature for some, and a flaw for others.</p><p></p><p>But there are ways to do it. Remove the half-level bonus, for example. That should bring everything down evenly, but you'll want to test it out for all 30 levels to make sure.</p><p></p><p>Anything worth doing right is going to require a lot of work. There are simple fixes that work, but these are just adjustments rather than revisions or major changes.</p><p></p><p>That's a very common fix, and many are happy with it. You can always add more monsters to an encounter if its too easy, or double the damage dealt if its still too long. You can also adjust the encounter building guides so that normal encounters are Party Level +1 or +2, and scale from there. The beauty of 4e is that it is very easy to scale. But if this is the only thing you're going to do, then you're only making an adjustment and not much is changed.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 8575034, member: 6667921"] When you use the d20 as your primary mechanic, all bets are off. Attenuation requires a [I]much larger [/I]pool to attain that median average. You're basically giving the game over to chance and lucky rolls. A night of "bad dice" can greatly undermine player (or DM) strategies and choices. Not saying you can't use it, just be aware of how it affects the game. Again, its the d20 that keeps things unpredictable. It's a feature for some, and a flaw for others. But there are ways to do it. Remove the half-level bonus, for example. That should bring everything down evenly, but you'll want to test it out for all 30 levels to make sure. Anything worth doing right is going to require a lot of work. There are simple fixes that work, but these are just adjustments rather than revisions or major changes. That's a very common fix, and many are happy with it. You can always add more monsters to an encounter if its too easy, or double the damage dealt if its still too long. You can also adjust the encounter building guides so that normal encounters are Party Level +1 or +2, and scale from there. The beauty of 4e is that it is very easy to scale. But if this is the only thing you're going to do, then you're only making an adjustment and not much is changed. [/QUOTE]
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