Comparing Heroic to Paragon teir play (how does it comparatively "feel"?)

As a DM I notice a number of changes going from heroic to paragon. Note, my players went from level 1 to level 17 and are on their way to the epic tier before the end of the year. Here's what I've seen:

- It's a lot harder for me to really threaten the party at paragon. They have so many ways to avoid, mitigate, resist, gain temp hitpoints, or heal themselves that pushing them down is much more of a challenge for me.

- I'm not noticing the big difference in monsters between heroic and paragon but I'm noticing huge differences in the PCs. Paragon paths add a lot of power to the PCs. In particular, Hospitaler's Blessing (if not nerfed) lets a paladin heal a ton of PCs for free when fighting solos or area blasters. The rogue's daggermaster PP gives him or her a crit on 18, 19, or 20 which greatly increases the rogue's damage. Clerics can get a burst 8 radiant attack that stuns demons and undead on top of turn undead which lets them control a room full of undead for two rounds including wiping out all of the minions that might be in the way. Rangers get a free action point when they kill something (which is nearly always) so once per encounter they can have one to two action points to use which means even more damage. Fighters can get glaive master which gives them tons of ways to hit people coming into them.

Overall, I'm seeing a huge power jump with paragon paths and I'm worried about how these mix with epic destinies.

- Minions are hardly ever worth the experience budget. Frankly, I've given up counting them. If I add minions to a fight, I throw eight or twelve in and count them as four for the exp budget. With all of the huge area blasts and all of the free damage done by our fighter, they totally destroy minions unless I'm really crafty. I have to bring them out in waves or they all die within a round.

- PCs aren't enjoying paragon monster abilities as much. There's a lot of weakens, dazes, stuns, and surge losses. They preferred the heroic-tier stuff like shifting as a minor or shifting when missed. It seemed heroic monster abilities were more interesting than paragon ones.

- Solos are even more easily controlled with stacked dazes and stuns. Undead solos, for example, can be chain stunned by a single cleric for usually two to three rounds with the right abilities. Solos NEED to have extra monsters with them to challenge a paragon party and the environment better do something exciting too. A paragon party will very easily carve through an equally leveled solo creature without breaking a sweat. This wasn't really true at the heroic tier.

- PCs always have tricks up their sleeves with items. Unlike heroic, paragon PCs have a huge variety of magic items to use and use often. This can complicate the game a bit since each of these items is a new option for a player and it means, as a DM, that it is a lot harder to know what a player is going to do.

So that's generally what I've been seeing in the paragon tier. One caveat, my group are very strategy / powergamer types so they've optimized a lot and are very smart when they fight (generally, our fighter likes to rush to the other side of any room they enter). We also have usually six PCs and sometimes seven which makes it very hard to challenge them.

Overall, I'm really enjoying paragon, but I find it very hard to keep the threat high for what should be very challenging fights.
 

log in or register to remove this ad

@mshea

You should consider tweaking your solos a bit.

Sleeping a solo causes it to be stunned. Stunning a solo causes it to be dazed. Dazing a solo causes it to lose one attack (since most solos have multiple attacks).

It does make them less of a pushover. IMO&IME of course.
 

My players mentioned that they feel they finally have enough "to do" at paragon.

Before paragon, everyone noted that they would blow through their encounter powers and then it was at wills for the rest of the fight. We now see fights where people don't get to use all of their encounter powers...which means they have to be more strategic in their selection.

I also think paragon opens up certain options that wasn't as possible at heroic. For example, reach weapons can become a lot more useful with that paragon feat that I can't think of the name right now.
Yes, that is indeed a notable experience. It might start before Paragon and depent a little on the charaters or classes in question. The "worst" offender might be any Leader focusing a lot on healing (Clerics and Inspiring Warlords?). You really have a lot of powers that offer healing or saving throws - and you don't want to blow them just because they also provide an extra dice of damage if there isn't really someone to benefit from the effect.
 

I have to bring them out in waves or they all die within a round.
Waves of attackers are almost always a good idea IMHO.

Solos NEED to have extra monsters with them to challenge a paragon party and the environment better do something exciting too.
I've always found a single Solo to be on the dull side. Solo + waves of minions = somewhat interesting. Solo + skill challenge trap = somewhat interesting.

(generally, our fighter likes to rush to the other side of any room they enter)
I hope he finds a pit trap there at least once.

Cheers, -- N
 

Mechanically I have noticed a major increase in the synergies, effectiveness, and general dynamism of the characters. They simply have more tools available to them, and can carry out more complex and effective strategies.

Stylistically, it hasn't been a major shift, but that's probably my fault as the DM.
 

I find that really interesting. Since several people report having this problem early, like in 1st-3rd level. You guys didn't start hitting grind until level 15?
Well, now that I think about it, yes. Sure there was the occasional grindy fight earlier than mid-15th, but it has been really noticeable since about 15th level.
I think I put it down to 2 things:
  1. The PCs are a lot harder (as in almost impossible) to kill through HP attrition. So at lower levels the grindy fights were still exciting, because there was a possbility we could lose. From around 15 level we started noticing that we were going to win, we just had to get through a lot of HPs first.
  2. The adventures we were playing - namely P2 & P3. P3 especially has a lot of opponents with high HP plus insubstantial and/or regen. I absolutely loathe 4e insubstantial.... it's an incredibly boring ability that does nothing but prolong the fight.
 

  1. The adventures we were playing - namely P2 & P3. P3 especially has a lot of opponents with high HP plus insubstantial and/or regen. I absolutely loathe 4e insubstantial.... it's an incredibly boring ability that does nothing but prolong the fight.
I'll disagree slightly here.

We just had a battle with Fell Taints, which all have insubstantial. The ONLY thing that saved our bacon is that they have vulnerability to Psychic damage - and our two casters have at-wills that do psychic, as well as the environment helped us a little.

Otherwise, because they got a surprise round on us, they'd likely have killed someone. The insubstantial just made them hard as hell to kill, and meanwhile they were chewing through us.

It didn't feel boring so much as scary, purely because we were in real deep early on.

Compare that to the next fight, where our fighter was weakened four rounds in a row - THAT was more annoying than anything.
 

Compare that to the next fight, where our fighter was weakened four rounds in a row - THAT was more annoying than anything.
That was another thing - a lot of insubstantial creatures that we faced also had the ability to weaken opponents. The only thing worse than an insubstantial opponent is a weakened PC fighting an insubstantial opponent - 1/4 damage!

To echo what someone else said - the dazed and stunned conditions are also annoying as a PC. It sucks to totally miss a turn (which is what stunned essentially does).
 


Pets & Sidekicks

Remove ads

Top