Anyone else wonder why they didn't combine the 3.5 spell system and the 4th edition..

Ways around it that play to a more team-oriented combat model. If that's what SR and immunities achieve withing taking the charm out of magic, I say they have done their job.



I don't find it to be so. If you do, then by all means find a different system that works better for you. But this badgering me, and trying to demonstrate my experience is somehow "invalid" isn't really accomplishing anything.

I can't speak for anyone else, but, I certainly don't mean to badger.

The math is pretty straightforward. A creature, by and large, can dish out CRx10 damage in 3e. Give or take anyway. Very, very few characters have Levelx10 hp's, unless you are giving max hit points per level. Thus, an equivalent CR creature can (not highly likely, but possible) kill a PC in one round. Never mind the 4 rounds that a fight is supposed to last.

Now, that's assuming a PC with full hit points. Go into a fight with reduced hit points and your chances of death increase very, very quickly.

So, again, how are you not killing PC's right, left and center? I'm really curious, because you and others claim that there is no problem here. That parties can keep going, even after healing is exhausted and do more encounters.

IME, I was killing a PC EVERY three sessions. That's about once per 7 encounters (we averaged about 2-3 encounters per session). And that's allowing them to heal all the time and never pushing them. I don't do time based encounters generally, because I know I'll wipe out the party.

So, what are you doing differently than me? Are you using large numbers of very small CR's to make up EL's, instead of smaller numbers of larger creatures? Are you fudging dice? Do you have house rules that mitigate death or massive damage spikes like crits? Are your PC's using very high stats? Perhaps they are much wealthier than baseline?

In other words, how are your players surviving while mine die like flies?

And, before I get knocked again for bashing 3e, I've been asking this since I started running the World's Largest Dungeon about three years ago. Long before 4e was announced. This has been a problem for me and my games for a very long time. You apparently have solved this problem. Since I'm going to be running another 3.5 game shortly, I would love to have some insight as to how you do it.
 

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That's an odd definition of railroading. No definition of railroading I am aware includes the mere act of introducing an encounter when they might not be up for it. If that's railroading, then any adventure that features encounters that aren't sitting there waiting for the PCs to get there is railroading.

Not the act of introducing an encounter they might not be ready for. The act of always doing so to make up for the idea of resting to regain the big guns. It becomes in my mind the same as moving a trap from one room to another just so my PCs encounter it.

If it doesn't work for you fine, but I'm not going to subscribe to your personally selected definition of railroading just because you think it will make me feel bad for disagreeing with you.

Trying to make you feel bad? Whoa man... Never once was I "trying to make you feel bad." I'm saying why I feel the system didn't work properly using that method. It seems like railroading. Dissagree if you want to, that's fine, not everyone has to dissagree with me, but please don't accuse me of attacking you in some way.

I don't feel bad. My players have said things to me like "your games are legend" and asked me if I can schedule additional sessions beyond our normal ones because they can't get enough.

Awesome. I've always found you to be an intelligent poster, with a lot of interesting things to say... I'm sure I'd probably enjoy playing in a game with you, no matter what the system...

I don't accept your scorn. I suggest if you don't like the way I run things, you don't exercise it in your game and stop trying to talk down to me, because it's not going to work.

If you feel that I was scorning you, or attempting to scorn you in some way, I appologise because perhaps I didn't type what I meant clearly enough??? I was in no way shape or form attempting to scorn you. Just posting that I didn't agree with your point of view.

I personally feel that placing time sensative missions over and over, or putting random encounters in anytime they rest to regain power feels railroady to me. It's not happening as a random thing to me at that point, as I'm specifically setting it up to overcome something I feel the system should be better designed to compensate for.


And that mocking characterization has already been presented and dismissed as hyperbolic/not necessarily the norm. You don't like risk/resource management as a result of meeting threats when "off peak" then don't include it in your game. That doesn't mean it's "wrong"; I happen to think it's an enjoyable aspect of the game.

Maybe that quote was the problem, because it wasn't meant as an attack on you. It was made as a reaction I've seen my players have when "random encounters" stop being so random...
 

I would argue that the roles are there in 4e in order to try and force some distinction between the homogenous classes - to try and force the players to maybe all not use the same power (albeit with different names for different classes.)

I don't necessarily mind the unified class progression in and of itself when it comes to experience progression, just the fact that everyone gets x amount of powers that have different names but the same effects.

When fighters can fly, teleport and pull down walls of fire, then you will get "everyone has x amount of powers with the same effects".

Just the fact that everyone can heal themselves - If you want to simulate the effects of healing surges *not* actually being healing, then something should have been implemented to change the mechanics of how hit points work.

Hit points are the one part of D&D that will never change, because no other damage mechanic works so well for promulgating violence.
 

I can't speak for anyone else, but, I certainly don't mean to badger.

The math is pretty straightforward. A creature, by and large, can dish out CRx10 damage in 3e. Give or take anyway. Very, very few characters have Levelx10 hp's, unless you are giving max hit points per level. Thus, an equivalent CR creature can (not highly likely, but possible) kill a PC in one round. Never mind the 4 rounds that a fight is supposed to last.

CRx10? That seems high to me. Creatures like giants might have damage on that order, but they tend to be more vulnerable to magic.

I do typically find that getting a mage into the thick of the fight is usually bad news, as the typical CR=APL creature IS an immediate threat to an undefended mage, but a fighter type can usually hold out.

Nonetheless, my experience with my higher level groups is that except for EL >> APL fights, the fight is typically short.

So, what are you doing differently than me? Are you using large numbers of very small CR's to make up EL's, instead of smaller numbers of larger creatures?

That varies. I find fights last longer with more creatures, regardless of CR, and makes the situation more complicated for the players. Perhaps my players focussed too much on damaging one target and weren't so good at dealing with spread out targets. (In the 3.0 game, the monk/rogue pair tended to flank and take out single targets in short order, and the sorcerer didn't come into his own in dealing with multi-creature situations until he picked up Horrid Wilting, which allowed him to deal with targets intermixed with the party, bypass energy resistances, and bypass evasion.)

Are you fudging dice?

I avoid fudging dice, unless I goofed up. I can and do tune encounters by ear. If a random creature chart says 2-8 creatures, I pick instead of rolling.

Do you have house rules that mitigate death or massive damage spikes like crits?

I use a critical injury rule which might actually be more annoying than the standard rules, but it usually only comes into play in ECL > APL encounters.

Are your PC's using very high stats? Perhaps they are much wealthier than baseline?

I'm basing this discussion mostly on two long term campaigns, my 3.0 campaign that ran from 1st-22nd, and my 3.5 campaign that ran from 4th-16th. They were both mixed campaigns with city, wilderness, and dungeon elements, as is my norm.

I allowed good stats (random, but with averages towards the top end of the point scale).

For the 3.0 campaign, wealth was probably above average. In both games, I didn't use magic wal-marts. All item availability other than PC construction is randomized.

The 3.5 campaign was probably more in line with the standard wealth, but it used action points. The fighter did a very good sword I was constantly having to circumvent. It was easier for me to push PCs to the limit in that one, due to the action points. But then, I think encounter design got nastier in 3.5. The 3.5 campaign went a LONG time without casualties. But then I ran the PCs through the Age of Worms adventure Spire of Long Shadows:

[sblock]There was a trio of kyuss knights, which the PCs had never faced before. The group threw up movement control like Spike Stones assuming they were melee combatants. The kyuss knights threw negative energy bolts. Every PC but one got killed in one round. I generously allowed the last PC standing to teleport the bodies out of there.[/sblock]

In other words, how are your players surviving while mine die like flies?

And, before I get knocked again for bashing 3e, I've been asking this since I started running the World's Largest Dungeon about three years ago. Long before 4e was announced. This has been a problem for me and my games for a very long time. You apparently have solved this problem. Since I'm going to be running another 3.5 game shortly, I would love to have some insight as to how you do it.

Well, I have only run part of WLD, so I can't say off the top of my head how it's challenges compare to what it typical of mine. I think the main difference could be that I actively tune my challenges. CR/EL will get you in the ballpark, but I take note of what types of creatures fold like a house of cards and which sorts of creatures/spells/abilities/immunities the party has problems with.

For example:[sblock]The second game was my River of Worlds game. I figured out rather quickly that a chaos template from Portals & Planes tended to perplex the party in excess of what their CR suggested, but without boosting damage much. The template causes PCs to take the worst of 2 rolls for all rolls affecting the chaos creatures. So if I wanted to make a longer pitched fight, I knew that an encounter with the chaos marauders was in order.[/sblock]

I typically only intend one encounter per session to be potentially deadly. The rest are nuisance encounters intended only to drain resources or let PCs strut their stuff. Typically the nuisance encounters are EL <= APL; the potentially deadly ones are EL > APL. At high levels, players usually have the means to retreat if things go south, but if the damage comes on very rapidly (like the AoW adventure above), that might not be an option.

Finally, I don't know how much this says, but I typically prefer humanoid classed/leveled opponents to creatures, especially for my "final" encounters. I do find that for single opponents, the system over-estimates the EL.
 

If you feel that I was scorning you, or attempting to scorn you in some way, I appologise because perhaps I didn't type what I meant clearly enough??? I was in no way shape or form attempting to scorn you. Just posting that I didn't agree with your point of view.

Fair enough. Calling my methods "railroading" and repeating Fifth Element's mocking sounding statement from page 5 might have led me to believe you were being more judgmental than you had intended.

I personally feel that placing time sensative missions over and over, or putting random encounters in anytime they rest to regain power feels railroady to me.

This is just the sort of exaggerated take I was trying to correct on page 5. I don't throw encounters at them just because they are resting. I do invoke encounters that they didn't plan for whether or not they are getting ready to rest, especially (as is common in my campaigns) where there is intelligent opposition that knows the PCs are there and has reason to act against them. Also, as I mentioned in response to Remthalis, situations arise where they players have to weigh consequences of waiting to press on (which again, is a natural consequence of intelligent opposition; having eliminated guards, the PCs also have to act before they are missed, etc.)
 

Finally, I don't know how much this says, but I typically prefer humanoid classed/leveled opponents to creatures, especially for my "final" encounters. I do find that for single opponents, the system over-estimates the EL.

Ahhhh. I think that's the trick right there. I was wondering why you thought 10xCR was high. It's not. A quick look through your MM will confirm that. But, if you're using classed humanoids, that would scale the damage much, much lower than using monsters.

I think we've discovered the culprit.

On a side note, someone a while ago (yeah, that's specific) did a spreadsheet of all SRD monsters and looked at total damage, AC's, all that sort of stuff. I was stupid and didn't grab it. But, it does show that for monsters, max damage is generally 10xCR.
 

On a side note, someone a while ago (yeah, that's specific) did a spreadsheet of all SRD monsters and looked at total damage, AC's, all that sort of stuff. I was stupid and didn't grab it. But, it does show that for monsters, max damage is generally 10xCR.

MAX damage I could believe, but at high levels, it seems to me PC defenses become more and more impressive, and they are more and more likely to have DR, high AC, % miss chance and similar characteristics that will usually keep them from taking typical max damage.

And, similarly, classed/leveled/magic-itemed NPCs are more likely to be able to overcome such defenses. (Though fiends shine here, too.)
 

MAX damage I could believe, but at high levels, it seems to me PC defenses become more and more impressive, and they are more and more likely to have DR, high AC, % miss chance and similar characteristics that will usually keep them from taking typical max damage.

And, similarly, classed/leveled/magic-itemed NPCs are more likely to be able to overcome such defenses. (Though fiends shine here, too.)

Oh yes, I was always referring to max damage. Which, eventually, will come to land on some poor PC. :)

AC? Not so much. Attack bonus for monsters increase far faster than AC due to monsters having so many hit dice. The big problem at higher levels is improved grab more than anything else, which becomes either trivial (the PC's have freedom of movement) or a death sentence.
 

AC? Not so much. Attack bonus for monsters increase far faster than AC due to monsters having so many hit dice.

Yeah, if you have high HD/CR (and BAB/AC) ratios, that can be bad news regardless of AC. So refresh me: many purple worms in WLD? :eek:

AC tends to be pretty effective against PC types, due to iterative attacks. Even if the first attack is pretty much going to hit, a good AC will make it more likely that attacks 2-4 won't hit.
 
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I typically only intend one encounter per session to be potentially deadly. The rest are nuisance encounters intended only to drain resources or let PCs strut their stuff. Typically the nuisance encounters are EL <= APL; the potentially deadly ones are EL > APL. At high levels, players usually have the means to retreat if things go south, but if the damage comes on very rapidly (like the AoW adventure above), that might not be an option.



Huh. Well, I finally see the disconnect between your games and mine. In our games, we saw an encounter of EL < APL maybe once every 20 encounters as a "change of pace". Our group's style, whether I was running or one of our other DMs was running, was always to try and make fights interesting and challenging, which means that the fights are a threat. If the fights are a threat, your casters can't just sit back and spam 1st/2nd level spells, they have to react at close to their full capacity (which includes everything beyond dealing damage), which means that the non-casters are basically turned into, at best, sentient weapons for the casters to use.

If you're running a bunch of non-threatening encounters most of the time, your perspective makes a lot more sense. In fairness, the system was built for that type of play, which is probably why it seems more balanced to you - you're playing it the way it was meant to be played. Most of the rest of us got bored with non-challenging fights and scrapped that system. It's when every fight is a challenge that 3.x's system really starts to show its strain, especially at high levels. The beautiful thing about 4E is that it's built under the assumption that every fight is a challenge. I was running my group through a 2nd level dungeon last week - they handled 70% of the goblins fine, but one room of goblins got a tactical advantage on them, got some good dice rolls, and pushed them within an inch of their lives. That could have happened in any of the fights if a couple things bounced more the monster's way. Out of the 50 or so 4e fights I've DMed or played in so far, maybe 5 were forgettable. All the rest were adrenaline rushes that needed everything we had to take them - and afterwards, we caught our breath and moved on the next crazy fight. I can't imagine ever going back.
 

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