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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E's math-- what am I missing?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4277086" data-attributes="member: 5143"><p>Yeah, one of the design goals was: "People like Magic Items. They expect to get them as they go up levels. They expect them to make them better at fighting. Plus weapons and armor are too much a part of D&D to remove. So, we put them in, but we make sure the math from beginning to get takes them into account in a very predictable way." That's exactly what has been done.</p><p></p><p></p><p>There is a very small difference. At it heavily depends on the monster you are fighting. And the melee people(i.e. the people attacking AC) are the ones most likely to be the ones receiving bonuses from other people's powers, and from Combat Advantage.</p><p></p><p></p><p>They were using the term sweet spot to mean: The time when you didn't feel overwhelmed or underwhelmed by monsters. You didn't get frustrated because being a mage meant never being able to attack anyone with a weapon ever. Or when your bonus to hit was so high you needed 2s to hit almost constantly. Even within the so called "sweet spot" there was a difference in your chance to hit from 5th to 12th level.</p><p></p><p>The numbers never drift out of the 25-75 percent chance to hit. That's the idea.</p><p></p><p></p><p>Remember, most people want to be the best. Sit an average person down at a game and tell them they can spend points to increase something to make them better. They'll take close to every advantage they can get.</p><p></p><p>Plus, people always want more. Part of the reason the "sweet spot" worked the way it did in 3e is because you could get a meaningful bonus at almost every level. You were always getting cool new magic items that made you better to hit, same with cool new armor. After 12-14th level, armor and weapons stopped giving you pluses to hit. Instead, you already had +5 weapons, now you were just adding properties to weapons which sometimes did nothing at all. People didn't like that.</p><p></p><p></p><p>You have to plan for the worst. Because there will be power gamers out there who choose the "best" character. So, all the monsters are built around the "best" character. However, the numbers are small enough that the difference between the best and the worst characters are small. The best might have a 60% chance to hit an enemy while the "worst"(that is still reasonable for the class) has a 45% chance of hitting.</p><p></p><p>And at high levels, you are almost always flanking, spending action points(since you get 3 and a new one every 2 encounters), you get bonuses for using your action points, often to hit. You leader can put up bonuses or give you extra attacks on a regular basis. The difference is mostly negated. But the game is a cooperative one, so it assumes other people around.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4277086, member: 5143"] Yeah, one of the design goals was: "People like Magic Items. They expect to get them as they go up levels. They expect them to make them better at fighting. Plus weapons and armor are too much a part of D&D to remove. So, we put them in, but we make sure the math from beginning to get takes them into account in a very predictable way." That's exactly what has been done. There is a very small difference. At it heavily depends on the monster you are fighting. And the melee people(i.e. the people attacking AC) are the ones most likely to be the ones receiving bonuses from other people's powers, and from Combat Advantage. They were using the term sweet spot to mean: The time when you didn't feel overwhelmed or underwhelmed by monsters. You didn't get frustrated because being a mage meant never being able to attack anyone with a weapon ever. Or when your bonus to hit was so high you needed 2s to hit almost constantly. Even within the so called "sweet spot" there was a difference in your chance to hit from 5th to 12th level. The numbers never drift out of the 25-75 percent chance to hit. That's the idea. Remember, most people want to be the best. Sit an average person down at a game and tell them they can spend points to increase something to make them better. They'll take close to every advantage they can get. Plus, people always want more. Part of the reason the "sweet spot" worked the way it did in 3e is because you could get a meaningful bonus at almost every level. You were always getting cool new magic items that made you better to hit, same with cool new armor. After 12-14th level, armor and weapons stopped giving you pluses to hit. Instead, you already had +5 weapons, now you were just adding properties to weapons which sometimes did nothing at all. People didn't like that. You have to plan for the worst. Because there will be power gamers out there who choose the "best" character. So, all the monsters are built around the "best" character. However, the numbers are small enough that the difference between the best and the worst characters are small. The best might have a 60% chance to hit an enemy while the "worst"(that is still reasonable for the class) has a 45% chance of hitting. And at high levels, you are almost always flanking, spending action points(since you get 3 and a new one every 2 encounters), you get bonuses for using your action points, often to hit. You leader can put up bonuses or give you extra attacks on a regular basis. The difference is mostly negated. But the game is a cooperative one, so it assumes other people around. [/QUOTE]
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4E's math-- what am I missing?
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