Addind ½lvl to your powers... not?!

Silverwave

First Post
Addind ½lvl to your powers... not?!

I've been playing 4e for some time, but as a DM.

Now, I'm going back in the player's seat for the two next sessions. So, I made my character (a paladin). Checking the rules for the math of powers, I found it really wierd that you don't add ½ lvl to your attack ! I mean, WHAT? Basically, it means that my attack bonus will be the same as long as I don't get a stat boost ? But the defenses of ennemies increase at each lvl... so it will be harder and harder to hit a monster with my at-will when gaining lvls ?

This also mean my basic attack won't get better when I gain lvls...

Is it just me that find it really wierd ?
 

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For reference:

PHB said:
ATTACK BONUSES
When you create your character, you should determine your base attack bonus for each power you know, including your basic attacks. Your base attack bonus for a power includes the following:
  • One-half your level
  • The ability score modifier used for the attack (the power you use specifies which ability)
In addition, any of the following factors might apply to an attack’s base attack bonus:
  • Your weapon’s proficiency bonus (if you’re using a weapon you’re proficient with)
  • Racial or feat bonuses
  • An enhancement bonus (usually from a magic weapon or an implement)
  • An item bonus
  • A power bonus
  • Untyped bonuses
 

Well, all this made me think about another thing.

Why the hell giving +½ lvl to defenses and +½ lvl to attacks.

I'm bad in math, but ain't 1 = 1 ?

Basically, it means the odds are about always the same, isn't it?

Isn't the powers you gain when gaining lvl sufficent to make a step between a lvl 20 and a lvl 1 character ?
 

Well, all this made me think about another thing.

Why the hell giving +½ lvl to defenses and +½ lvl to attacks.

I'm bad in math, but ain't 1 = 1 ?

Basically, it means the odds are about always the same, isn't it?

Isn't the powers you gain when gaining lvl sufficent to make a step between a lvl 20 and a lvl 1 character ?
Lower level monsters become easier to hit and will hit you less often, and higher level monsters are harder to hit and will hit you more often. But yes, for even level monsters it's always about the same hit rate; however, if they didn't scale it like they do, a lv1 character and a lv30 character would have almost the same chance to hit a monster, and would have almost the same chance to be hit (assuming equal equipment and the same attacks).
 

Well, all this made me think about another thing.

Why the hell giving +½ lvl to defenses and +½ lvl to attacks.

I'm bad in math, but ain't 1 = 1 ?

Basically, it means the odds are about always the same, isn't it?

Isn't the powers you gain when gaining lvl sufficent to make a step between a lvl 20 and a lvl 1 character ?

The math has to do with the monsters.

Technically, you could basically eliminate the 1/2 level stuff, and make magic weapons oscilate between either +0 or +1 with only the damage increases.

However, at that point, a level 1 character would have basically the same chances of hitting a high level monster (or minion) as any other character.

The basic idea is that, while everything basically scales at the same rates ... the idea is that higher level monsters are harder to hit and have a better chance to hit you, and lower level mosnters have a harder chance to hit you, and are easier for you to hit. And, depending on character level ... the monster can be either higher or lower.

Characters don't fight each other (normally) ... monsters follow different rules. The scaling is to keep PCs close to monster "average defense/attack bonus" rates ... and magic items are also part of that.

You get: (a) 1/2 level, (b) magic bonus 1/5 levels (c) stat increases 4 times over the course of 30 levels (assuming you increase your primary attack stat at every opportunity). In that sense you are getting +25 to your attack over 30 levels ... it's a bit behind the +1 per level that a monster gets (on average), but basically it's a way to keep things "even" over the levels, but allowing higher level monsters to be more challenging, and lower level monsters be less challenging. If it was flat ... it would be harder to have above/below average threats ... everything would be "equal level" encounterwise.
 

Characters don't fight each other (normally) ... monsters follow different rules.
This is key. Adding half the PC's level to attacks, defenses, skills, and ability checks is a simple, table-less way to make level advancement matter. Since monster math does not work identically, it's not just a 1:1 progression for everyone on the battlemat.
 


Generally speaking, you should have the same chance to hit an equal level monster, regardless of level. That is: at 1st level, you should hit a 1st level monster about 50% of the time -- and at 30th level, you should hit a 30th level monster 50% of the time.

Now...as it turns out, this isn't entirely true. As the levels increase - espcially within the Epic Tier - your chance to hit an equal level monster goes down a bit. You "make up" for this because of teamwork buffing and using your encounter powers.
 

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