A radical solution for dealing with 4e grind - halve ALL HP

The biggest "risk" of reducing hit points is that healing powers become less effective. They still take the same action as before, but yield half the result, so compared to a purely offensive use, they lose out.

I think that will change the balance of some classes or at least some builds for them.

A simple trick is not adjust the healing.

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Aside from the encounter planning, group composition can also do a lot. And as Lanefan says, equipment matters, too. If you focus on Strikers and offensive items, combats are over in less rounds since you just inflict more damage per round. If you focus on Leaders, Defenders and defensive powers, combat extends since the damage inflicted can be negated.
 

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