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<blockquote data-quote="Crazy Jerome" data-source="post: 5876314" data-attributes="member: 54877"><p>4E is considerably wider than 3E here, though not as much as certain parts of Basic/1E. (I assume 2E is a lot like 1E on this, but didn't play it enough to say.) The big drawback with 4E in that regard is not so much the narrowness of the range, but that the 30 character levels so expanded the range to cover, some of the adaptible nature in the math is hidden compared to the flavor. I think this is part of what they getting at with monsters that "become minions" as they are out-leveled. </p><p> </p><p>You could take a slice of 4E, say about 3rd to 15th level, reflavor it to fit 1E, and get something that would be pretty close in the range of the 1E math, albeit with some differences. Ignore the 4E magic item recommendations, and play them like 1E, and it would be even closer.</p><p> </p><p>The main exception to that is the radically scaling hit points in 4E, which is why it wouldnt quite measure up there. Despite all the talk about attack bonuses and defenses scaling unreasonably, played in the 1E style, 4E works pretty well through those levels. Of course, flattening those would give it an even longer range. </p><p> </p><p>Take 4E, flatten the attacks, defenses, and somewhat keep hit points under controls while boosting damage a bit, and you'll get math very close to what they have been discussing. How that math is flavored and achieved will then matter more to the feel, than the math itself (e.g. 1E multiple attacks versus boosting single attack damage).</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5876314, member: 54877"] 4E is considerably wider than 3E here, though not as much as certain parts of Basic/1E. (I assume 2E is a lot like 1E on this, but didn't play it enough to say.) The big drawback with 4E in that regard is not so much the narrowness of the range, but that the 30 character levels so expanded the range to cover, some of the adaptible nature in the math is hidden compared to the flavor. I think this is part of what they getting at with monsters that "become minions" as they are out-leveled. You could take a slice of 4E, say about 3rd to 15th level, reflavor it to fit 1E, and get something that would be pretty close in the range of the 1E math, albeit with some differences. Ignore the 4E magic item recommendations, and play them like 1E, and it would be even closer. The main exception to that is the radically scaling hit points in 4E, which is why it wouldnt quite measure up there. Despite all the talk about attack bonuses and defenses scaling unreasonably, played in the 1E style, 4E works pretty well through those levels. Of course, flattening those would give it an even longer range. Take 4E, flatten the attacks, defenses, and somewhat keep hit points under controls while boosting damage a bit, and you'll get math very close to what they have been discussing. How that math is flavored and achieved will then matter more to the feel, than the math itself (e.g. 1E multiple attacks versus boosting single attack damage). [/QUOTE]
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