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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="Manbearcat" data-source="post: 7030097" data-attributes="member: 6696971"><p>Ring of Wizardry (level 21 item) and Arcane Recall (level 22 Utility) are the ones at Epic Tier and Battlemaster Weapon and Storm Spell (level 11 PP feature) at Heroic and Paragon. The player would also refresh Arcane Gate with AR and SS (if he rolled high enough on Wisdom check), but its typical usage was Bladesong uptime.</p><p></p><p></p><p></p><p></p><p></p><p>I think there are going to be a lot of knock-on effects from doubling monster damage:</p><p></p><p>1) The game will trend toward "Rocket Tag" and away from the "Heroic Rally" narrative inherent to 4e. This will up the value of Initiative augmenting PC build components. It will up the power of Warlords even further (Combat Leader). It will up the power of Feats like Improved Initiative, Wasteland Wanderer, Superior Initiative. It will up the power of Daily powers that let the group or player augment (often dramatically) their Initiative (way too many to list spread over Skill Powers, Themes, Classes, etc). Expect to see those much more often.</p><p></p><p>2) It would likely either (a) hurt Defenders significantly in that the spike damage is beyond their ability to endure or (b) pigeonhole all Defenders toward specialization in + defenses and a large suite of immediate interrupt encounter powers which augment defenses.</p><p></p><p>3) If healing can't keep up with spike damage, expect to see Leader's that don't force-multiply as a primary shtick to decrease in value.</p><p></p><p>4) As pemerton mentioned it will hurt the squishier melee strikers. Therefore, it will further encourage the ranged artillery version of strikers. This would in turn diminish Defender's melee control (to a degree), thereby further decreasing their value.</p><p></p><p>5) Coupled with all of the above, it will up the value of Controller effects that create blocking terrain (walls, disposable summoned creatures, etc), the Weakened status effect (thereby undoing the change), and outright action denial.</p><p></p><p>EDIT - Forgot. Along with ranged artillery being further valued, you're also going to value Slowed as an at-will rider on ranged effects (and Dazed/Slowed/Immobilized on low level Encounter Powers). So...kiting.</p><p></p><p>[HR][/HR]</p><p></p><p>Alternatively, consider the implications of merely doubling damage at Bloodied. You'll get a sort of reverse effect of 13th Age's Escalation Die (though even more pronounced). NPCs would go from being front-loaded to back-loaded. This will (i) negatively impact 4e's inherent "Rally Narrative", but it will also (ii) discourage Novaing while (iii) initiating an imperative for team PC to finesse every combat encounter's power deployment and force-multiplication big guns a bit more.</p><p></p><p>The point here being that subtle changes to 4e's paradigm will have not insignificant ripple effects on the baked-in thematics and tactical overhead.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7030097, member: 6696971"] Ring of Wizardry (level 21 item) and Arcane Recall (level 22 Utility) are the ones at Epic Tier and Battlemaster Weapon and Storm Spell (level 11 PP feature) at Heroic and Paragon. The player would also refresh Arcane Gate with AR and SS (if he rolled high enough on Wisdom check), but its typical usage was Bladesong uptime. I think there are going to be a lot of knock-on effects from doubling monster damage: 1) The game will trend toward "Rocket Tag" and away from the "Heroic Rally" narrative inherent to 4e. This will up the value of Initiative augmenting PC build components. It will up the power of Warlords even further (Combat Leader). It will up the power of Feats like Improved Initiative, Wasteland Wanderer, Superior Initiative. It will up the power of Daily powers that let the group or player augment (often dramatically) their Initiative (way too many to list spread over Skill Powers, Themes, Classes, etc). Expect to see those much more often. 2) It would likely either (a) hurt Defenders significantly in that the spike damage is beyond their ability to endure or (b) pigeonhole all Defenders toward specialization in + defenses and a large suite of immediate interrupt encounter powers which augment defenses. 3) If healing can't keep up with spike damage, expect to see Leader's that don't force-multiply as a primary shtick to decrease in value. 4) As pemerton mentioned it will hurt the squishier melee strikers. Therefore, it will further encourage the ranged artillery version of strikers. This would in turn diminish Defender's melee control (to a degree), thereby further decreasing their value. 5) Coupled with all of the above, it will up the value of Controller effects that create blocking terrain (walls, disposable summoned creatures, etc), the Weakened status effect (thereby undoing the change), and outright action denial. EDIT - Forgot. Along with ranged artillery being further valued, you're also going to value Slowed as an at-will rider on ranged effects (and Dazed/Slowed/Immobilized on low level Encounter Powers). So...kiting. [HR][/HR] Alternatively, consider the implications of merely doubling damage at Bloodied. You'll get a sort of reverse effect of 13th Age's Escalation Die (though even more pronounced). NPCs would go from being front-loaded to back-loaded. This will (i) negatively impact 4e's inherent "Rally Narrative", but it will also (ii) discourage Novaing while (iii) initiating an imperative for team PC to finesse every combat encounter's power deployment and force-multiplication big guns a bit more. The point here being that subtle changes to 4e's paradigm will have not insignificant ripple effects on the baked-in thematics and tactical overhead. [/QUOTE]
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