An Indecent Proposal

As a general guideline: If you roll 5 or lower, don't expect that you have enough modifiers to compensate for that. If you roll 15 or higher, expect a hit.

Sure, there will be extremes where this will not be true, but typically you or the DM would notice that and can react.
 

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Average damage is an interesting idea and might work quite well. I'm trying to think of ways it might break the system and not coming up with much. As long as you adjust for things like Brutal, and nobody has any powers that grant damage re-rolls, you should be good; just mark each power with two numbers for damage, one for standard hits and one for crits.

The suggestion to try moving away from the battlemat might be a good one. My experience is that it drastically speeds up combat and punches up both energy level and immersion; but that experience is all pre-4E, and I'm not sure how well it translates.

Still, in theory it ought to work. Ditching the battlemat forces everyone to accept that combat positioning is going to be vague and imprecise, and therefore to stop sweating the small stuff. It also means players spend their combat time imagining the scene in their heads rather than counting off squares on the grid, which a lot of folks find more immersive and satisfying.

Another thing that could help is to overhaul everyone's character for playability. Obviously you don't want to dictate anybody's character choices, but if your players feel the same way you do, you can gently urge them to do the following in the name of speeding things up:

  • Any number that can be pre-calculated should be.
  • Avoid feats and at-will/encounter powers that grant situational or short-term bonuses, especially party-wide bonuses. Daily powers that grant bonuses are usually okay.
  • Try to standardize your attacks so they all have the same to-hit bonus*. Pick powers with the same attack stat and weapons with the same proficiency bonus. If all your attacks are +14, you quickly get used to adding +14 to every attack roll, instead of having to look up a different number every time. Melee warriors with a non-Strength primary stat should consider picking up Melee Training.
  • On your character sheet, write down the attack bonus, target defense, and damage dice (or average damage) for each of your powers. Something like this: "Cleave: +14 v AC/1d10+8." Put this information next to the power name in the list on the back of the main page. When you just need those numbers, it's much quicker to scan the back of your character sheet than it is to shuffle through power cards.
And some in-play tricks:

  • As others have said, roll attack and damage simultaneously.
  • For attacks with multiple targets, make all the attack rolls simultaneously. Grab one d20 for each target, then roll the fistful and target them "as they fall" - in other words, the die that lands farthest to the left is assigned to the target that's farthest to the left. This does require a certain amount of trust in your players to assign their dice honestly as they see them.
  • Remember that burst and blast attacks use the same damage roll across the board. Roll damage once, not for each target.
  • Consider imposing a time limit on how long people take to decide on their actions. If you don't announce your action within 10 seconds of your turn coming up, you don't act that turn. (If you're feeling generous, allow them to take their second wind instead.)
Finally: If combat is slow and frustrating for your group, you can simply cut back on combat! Focus on RP and skill challenges instead, and reserve combat for the big showdowns.

[SIZE=-2]*Characters with both weapon and implement powers may have to settle for having two attack bonuses, one for the weapon and one for the implement.[/SIZE]
 
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Work out an effective method for remembering which conditions apply to which monsters, and you should be Ok.

END COMMUNICATION

We use plastic pieces from an old Risk set. 6 colours, 2 types of each colour,
small enough to place on the cardboard squares we use for the bad guys.

This makes it REALLY easy to track most monster conditions, marks, etc.

The colours generally get reused a lot but that doesn't turn out to be a problem.

We also use the sdame risk pieces to mark zones, walls, etc. These are usually put up my my wizard character and they can move around a fair bit or are too transitory to make drawing them really useful.
 

Check out "Brutal 4E".

Step one: Reduce monster hit points by half.

Step two: Increase monster damage by +1 per 2 levels. (as in, a 6th level monster is +3 damage with all attacks.)

Step Three: All attacks are "High Crit". (Standard crits in 4E do max damage, whereas High Crit attacks due max damage plus another roll of the weapon die.)

More detail at the link.

1/2 HP, +1/2 damage per level isn't going to work well if you use the same number/levels of monsters as before. Monsters are much too weak at low levels. At level 2, monsters lose 1/2 of their HP for a +1 damage bonus. At level 30, normal damage expression is around 24, so +15 damage is over +60% as much damage.

If you are giving monsters 1/2 of their normal hit points, it would make sense for monsters to do about twice normal damage. Maybe less because double damage could make combat too variable, particularly at low levels; on the other hand, if monsters have half HP the combat will rarely go long enough for players to use many at-wills, which is in their favor.

The DMG’s normal damage expression is ~ Damage= 6.5+ 0.6*Level.
 

This is all great stuff. Thanks for pointing out the Brutal weapon property and powers that grant a reroll of damage. I forgot about those two things but because you warned me I've worked it into my house rules.

Thanks for the suggestions. I especially like the idea of saving the battlemat and miniatures for special encounters. I imagine that would speed up things quite a bit. I'll have to see how it works for my players but I don't anticipate having too many problems with that.

The bottom line for the player who complained was that not only did the in combat math slow things down it also distracted from the excitement of combat. That player felt that if we knew if an attack succeeded or failed right when the dice stopped rolling then the game would be a lot more exciting and I tend to agree.

I do worry about my more experienced D&D players and how they'll react to taking away the damage roll. Bottom line is I'm not going to force anything on anyone. If they are dead set against it then we'll figure something else out.

Thanks.
 

There have been a number of times where the Warlock in my game has only hit because of the +1 from Prime Shot (or whatever it's called; that +1 you get for being closest to the enemy).

Thing is, that only comes up when I say, "Oh, you missed by one." Then there's a mental scramble to look for another modifier. I (as DM) also try to help out here.

My point is that you don't always need to worry about the little modifiers. If you miss by 4 then it's worth going over the modifiers to make sure you didn't miss anything. ("Wait, since he's Dazed I have CA so another +2, and the Cleric's giving me +2 - I hit!") If you miss by more than that, you probably don't need to double-check your math.

I've found that the problem isn't the situational modifiers on hit rolls...it's the situational modifiers on damage. Especially when it involves diced damage as opposed to +X when 'such and such' condition applies.
 

1/2 HP, +1/2 damage per level isn't going to work well if you use the same number/levels of monsters as before. Monsters are much too weak at low levels. At level 2, monsters lose 1/2 of their HP for a +1 damage bonus. At level 30, normal damage expression is around 24, so +15 damage is over +60% as much damage.

If you are giving monsters 1/2 of their normal hit points, it would make sense for monsters to do about twice normal damage. Maybe less because double damage could make combat too variable, particularly at low levels; on the other hand, if monsters have half HP the combat will rarely go long enough for players to use many at-wills, which is in their favor.

The DMG’s normal damage expression is ~ Damage= 6.5+ 0.6*Level.

Mathematically, what you're saying would seem to make sense at first. But through actual playtesting some things emerged that alter the conditions those mathematics *need* to make sense.

-A big one is that a lot of monsters gain special abilities when they are bloodied. A monster with 50 hp took 2-4 hits before it could access those potent abilities. A monster with 25, on the other hand, typically takes only 1-2 hits to access that special ability, which typically does a lot of damage.

-Another thing is, the players tended not to blow their dailies and magic item powers indiscriminately, relying far more on at-wills and even basic attacks with special conditions like charging. Players were seeing 4 or 5 combat encounters in a 4-hour session instead of 2 or 3. Waiting longer between extended rests.

-Player characters are *far* squishier than monsters. Even another 4 or 5 hit points of damage per round typically meant a monster was killing PCs 50% faster! And the increased crit damage was nothing to sniff at, it really hurts!

Give the system a whirl sometime, and see what you think (rather than trying to justify it mathematically!), you'll see what my group and several other groups using this houserule are talking about! :)
 

Mathematically, what you're saying would seem to make sense at first. But through actual playtesting some things emerged that alter the conditions those mathematics *need* to make sense.

-A big one is that a lot of monsters gain special abilities when they are bloodied. A monster with 50 hp took 2-4 hits before it could access those potent abilities. A monster with 25, on the other hand, typically takes only 1-2 hits to access that special ability, which typically does a lot of damage.

Monsters don't have nearly as much time to use those special abilities, though, since they die so much faster.

-Another thing is, the players tended not to blow their dailies and magic item powers indiscriminately, relying far more on at-wills and even basic attacks with special conditions like charging. Players were seeing 4 or 5 combat encounters in a 4-hour session instead of 2 or 3. Waiting longer between extended rests.

Are you saying that as a result of switching to this system, you have more combats before an extended rest? If so, this means you're effectively using more monsters than before. I said that the system wouldn't work well if you use the same number/levels of monsters as before, not that you couldn't adjust things on the monster side to compensate.

-Player characters are *far* squishier than monsters. Even another 4 or 5 hit points of damage per round typically meant a monster was killing PCs 50% faster! And the increased crit damage was nothing to sniff at, it really hurts!

What do you mean by 50% faster? A monster kills the PCs in half the usual time as a result of +1 damage/2 levels (plus the high crit bonus)?

Give the system a whirl sometime, and see what you think (rather than trying to justify it mathematically!), you'll see what my group and several other groups using this houserule are talking about! :)

With the huge number of ways to alter the game's status quo, and the time and energy required to try them in practice, sifting by mathematical justification seems wise.

Have you actually used this system at levels 1-5? If so, how many extra monsters did you add to individual encounters/encounters added between each extended rest?
 
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What I am currently using in my new heroic tier campaign is an across the board HP reduction of anywhere from 20-40% depending on the creature and bumping up the damage of at-will attacks by 1 die of whatever type the monster normally has. Fights have been relatively quick and exciting so far.
 

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