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Changing the Combat Parameters of 4th Edition
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<blockquote data-quote="Myrhdraak" data-source="post: 7035816" data-attributes="member: 6694190"><p><strong>TESTING THE TABLE FOR ENCOUNTER DESIGN - 18th Level</strong></p><p></p><p>Let's see how 18th level work out as well.</p><p></p><p><strong>18th Level Party Encounter</strong></p><p>We start with a Single Encounter against five 18th Level Monsters. Encounter XP budget is 33,500 XP, we get five 8th level monsters worth 6,700 XP each. Looking at the party we get the following figures for a Single Encounter:</p><p>- <strong>Party HP:</strong> 530 HP</p><p>- <strong>Party HS value:</strong> 88 HP (1/6 of max) with 5 HS</p><p>- <strong>Average Monster Damage:</strong> -348 HP</p><p>- <strong>Average Magic Healing:</strong> 200 HP with 9 HS</p><p>- <strong>Natural Healing: </strong>We need to use 8.3 healing surges of second wind and natural healing (the later under a short rest) to heal 148 HP</p><p>- <strong>Combat Length:</strong> 3.7 rounds</p><p>= <strong>Total Party </strong>loss is 16 HS to get back to full HP during battle</p><p></p><p>So lets compare this to a Triple Encounter scenario instead. Encounter XP budget is split into Three: 33,500/3=11,167 XP encounter budget. Lets build a different encounters to see if it also works at 18th level.</p><p>- <strong>Encounter 1:</strong> Eight 11th Level Monsters (8 x 1,280=10,240 XP) -> Average Monster Damage: -119 HP; Combat Length: 4.1 rounds</p><p>- <strong>Encounter 2: </strong>Three 15th Level Monsters (3 x 3,450=10,350 XP) -> Average Monster Damage: -117 HP; Combat Length: 2.0 rounds</p><p>- <strong>Encounter 3: </strong>One Elite 17th Level Monster (10,800 XP) -> Average Monster Damage: -116 HP; Combat Length: 1.7 rounds</p><p>- <strong>Total Monster Damage 3 Encounters:</strong> -352 HP</p><p>- <strong>Average Magic Healing:</strong> 97 HP per Encounter with 6.2 HS = 160 x 3 = 480 HP with 18.6 HS</p><p>- <strong>Natural Healing:</strong> Will not be needed as magical healing is more than monster damage.</p><p>= <strong>Total Party </strong>loss is 13.64 HS to get back to full during the 3 Encounters</p><p></p><p>If we compare these two encounters we yet again find that they play out with almost the same result: 16 vs. 13.6 HS used. However, the Single Encounter do require the party to take a short rest to fully recover all HP. The average monster damage output is almost identical in the three smaller encounters: -119, -117, -116; and the total damage is quite similar as well -348 vs. -352 HP in damage. It seems very well balanced also on Paragon Level of play. </p><p></p><p><strong>NOTE</strong></p><p>So what happens with the combat length? Well here we can se that the combat length for the Single Encounter is 3.7 rounds - similar to what we got at 8th Level. The Three Encounters scenario have varying length of 1.7, 2.0 and 4.1 rounds. It is obvious not worthwile to bring in a lot of weaker enemies at paragon play if your ambition is to reduce combat length. However they all consume almost the same HS Resources as in the Single Encounter. I would say that we have achieve the design goal, but it might be worthwile to look deeper into the minion or weak enemy option that S'mon was suggesting if we want to go to many weaker enemies but also reducing combat length at the same time.</p></blockquote><p></p>
[QUOTE="Myrhdraak, post: 7035816, member: 6694190"] [B]TESTING THE TABLE FOR ENCOUNTER DESIGN - 18th Level[/B] Let's see how 18th level work out as well. [B]18th Level Party Encounter[/B] We start with a Single Encounter against five 18th Level Monsters. Encounter XP budget is 33,500 XP, we get five 8th level monsters worth 6,700 XP each. Looking at the party we get the following figures for a Single Encounter: - [B]Party HP:[/B] 530 HP - [B]Party HS value:[/B] 88 HP (1/6 of max) with 5 HS - [B]Average Monster Damage:[/B] -348 HP - [B]Average Magic Healing:[/B] 200 HP with 9 HS - [B]Natural Healing: [/B]We need to use 8.3 healing surges of second wind and natural healing (the later under a short rest) to heal 148 HP - [B]Combat Length:[/B] 3.7 rounds = [B]Total Party [/B]loss is 16 HS to get back to full HP during battle So lets compare this to a Triple Encounter scenario instead. Encounter XP budget is split into Three: 33,500/3=11,167 XP encounter budget. Lets build a different encounters to see if it also works at 18th level. - [B]Encounter 1:[/B] Eight 11th Level Monsters (8 x 1,280=10,240 XP) -> Average Monster Damage: -119 HP; Combat Length: 4.1 rounds - [B]Encounter 2: [/B]Three 15th Level Monsters (3 x 3,450=10,350 XP) -> Average Monster Damage: -117 HP; Combat Length: 2.0 rounds - [B]Encounter 3: [/B]One Elite 17th Level Monster (10,800 XP) -> Average Monster Damage: -116 HP; Combat Length: 1.7 rounds - [B]Total Monster Damage 3 Encounters:[/B] -352 HP - [B]Average Magic Healing:[/B] 97 HP per Encounter with 6.2 HS = 160 x 3 = 480 HP with 18.6 HS - [B]Natural Healing:[/B] Will not be needed as magical healing is more than monster damage. = [B]Total Party [/B]loss is 13.64 HS to get back to full during the 3 Encounters If we compare these two encounters we yet again find that they play out with almost the same result: 16 vs. 13.6 HS used. However, the Single Encounter do require the party to take a short rest to fully recover all HP. The average monster damage output is almost identical in the three smaller encounters: -119, -117, -116; and the total damage is quite similar as well -348 vs. -352 HP in damage. It seems very well balanced also on Paragon Level of play. [B]NOTE[/B] So what happens with the combat length? Well here we can se that the combat length for the Single Encounter is 3.7 rounds - similar to what we got at 8th Level. The Three Encounters scenario have varying length of 1.7, 2.0 and 4.1 rounds. It is obvious not worthwile to bring in a lot of weaker enemies at paragon play if your ambition is to reduce combat length. However they all consume almost the same HS Resources as in the Single Encounter. I would say that we have achieve the design goal, but it might be worthwile to look deeper into the minion or weak enemy option that S'mon was suggesting if we want to go to many weaker enemies but also reducing combat length at the same time. [/QUOTE]
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