maggot said:At this point, I'm wondering about the definition of "non-4E enthusiast."
Celebrim said:Bonus to Defense: +2 Reflex
This is the one area of the design that really works like I expected it too - with one exception. I fully expected this to be something like '1st-10th: +2 Reflex, 11th-20th: +4 Reflex, 21st-30th: +6 Reflex'. A +2 static modifier is so small (~10% better chance), that it barely reinforces the concept and seems like there is a risk that it will get completely overwhelmed by other available modifiers at high levels. It's something like the 'Skill Focus' feat of 3.X. Nice at low levels, but increasingly irrelevant at higher levels. I think the theory behind the static modifier is the class itself is designed such that you are encouraged to dump all your attribute growth into Dexterity.
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frankthedm said:Nerfing damage output was a goal of 4E. AC, HP and Damage output are codified and accounted for in 4E. A "x" level PC is expected to have "v" AC, Plus "G" to hit and deal "z" damage. Anything that goes outside this is nerfed to hell until it conforms. Part of that is making sure a rogue can't combine striker based damage powers with a larger weapon's damage die.
Also, the stipulation preventing sneak attack damage more than one per round was done to ensure the rogue who does get multiple attacks does not exceed his damage per round parameters.
Well, I guess it comes down to how easy it is to tell a 10th level rogue from, say, a 6th level rogue.Pinotage said:Hmm. I'm not sure whether this 'parameterization' is a good thing or not. On the one hand it encourages roleplaying, but on the other hand it involves an awful lot of certainty which might diminish on the variability and versatility of the system. I'd hate to see the system boil down to 'Oh, he's a 10th level rogue, so he can only do z damage each round. Easy fight.' I expect a lot more uncertainty in a game system, otherwise you take the value of the 'unexpected' out of the system and it becomes awfully boring. Hopefully the parameters are broad enough so that they're not evident.
Pinotage
hong said:Well, I guess it comes down to how easy it is to tell a 10th level rogue from, say, a 6th level rogue.
hong said:Well, I guess it comes down to how easy it is to tell a 10th level rogue from, say, a 6th level rogue.
Well, a _balanced_ encounter would mean they had to be elite and so forth. But the DM doesn't have to use only balanced encounters... and also, there might be another 6 opponents hiding behind the corner. There should still be plenty of room for unpredictability under the new system.Pinotage said:AllisterH is right. You'll tell him apart by the powers he has or doesn't have, and most likely get some idea from that. But perhaps that's a bad example. You could extend it to monsters and roles, and say, 'Oh, we're fighting 2 opponents, so they must be elite, and they're clearly strikers, so this is what they roughly have for hp, etc.' At present I'm still thinking this one through and deciding what the implications, if any, are. It's an interesting game design choice.
Pinotage
AllisterH said:Given the 1/2 level nature of everything we've seen so far, a +2 is HUGE bonus. This is a 4 level difference between a rogue's reflex defense and his compatriots.
Thus, a +6 difference in Epic Tier would mean that a rogue actually would never be in the same tier as his compatriots and any monster that attacked the party's reflex score would automatically fail versus the rogue.
Dr. Strangemonkey said:Oh, and I was agreeing with you. Except that, as you phrased it, it seemed as though it was something the discerning viewer had to suss out.
I was just pointing out that it's a pretty explicit goal.
Um, ok. That's a pretty weak stomach, there. But GURPS really could use the love.
Not really. If one thing is no longer tied to another thing - combat performance is no longer tied to non-combat performance - that's petty much the definition of one less restriction.