(Psi)SeveredHead
Adventurer
Dark Sun 4e is a big higher-power. You get a free theme, giving you one free 1st-level encounter power. That's about it.
Why do so many monsters and NPCs in this sourcebook have such high damage, going far beyond the guidelines?
For instance, a 6th-level skirmisher's regular (meaning atl-will) attack should be doing about 1d10+4 damage. An aarakocra diver, a level 6 skirmisher, does 2d10+4 damage with a longspear at-will. (His Diving Charge special ability lets him do 2d10+10 damage, which is probably beyond the guidelines as well.)
The next pair of pages has the anakore hunter, a level 5 lurker, which does... 2d8+4 damage.
The cilops creeper (a level 5 skirmisher) does a much more reasonable 1d10+8 damage. Still above the guidelines, and has an array of abilities to boost damage (including something like combat advantage).
The dwarf sunpriest (level 5 artillery) does 1d10+8 radiant damage. (None of its stats are high enough to justify this, either.)
The halfling wilder (level 3 artillery) has a melee at-will that deals 2d6+2 damage. The forest keeper, a 6th-level controller, has a melee at-will that does 3d6+3 damage.
And the human gladiator novice (a 4th-level soldier) is just... confusing. He has Strength 20 and Dex 15. He is armed with a short sword. He does 2d8+3 damage, which is probably not too ridiculous for his level, but ... none of his stats justify a +3 bonus, a short sword shouldn't do 1d8 damage, and it certainly shouldn't do 2d8. I can't fault the balance too much for this one, but he makes my brain hurt.
Quite a few monsters do extra dice of damage for no reason, and a few get random bonuses. Has this been discussed elsewhere? It's probably the only big problem I have with the book.
Why do so many monsters and NPCs in this sourcebook have such high damage, going far beyond the guidelines?
For instance, a 6th-level skirmisher's regular (meaning atl-will) attack should be doing about 1d10+4 damage. An aarakocra diver, a level 6 skirmisher, does 2d10+4 damage with a longspear at-will. (His Diving Charge special ability lets him do 2d10+10 damage, which is probably beyond the guidelines as well.)
The next pair of pages has the anakore hunter, a level 5 lurker, which does... 2d8+4 damage.
The cilops creeper (a level 5 skirmisher) does a much more reasonable 1d10+8 damage. Still above the guidelines, and has an array of abilities to boost damage (including something like combat advantage).
The dwarf sunpriest (level 5 artillery) does 1d10+8 radiant damage. (None of its stats are high enough to justify this, either.)
The halfling wilder (level 3 artillery) has a melee at-will that deals 2d6+2 damage. The forest keeper, a 6th-level controller, has a melee at-will that does 3d6+3 damage.
And the human gladiator novice (a 4th-level soldier) is just... confusing. He has Strength 20 and Dex 15. He is armed with a short sword. He does 2d8+3 damage, which is probably not too ridiculous for his level, but ... none of his stats justify a +3 bonus, a short sword shouldn't do 1d8 damage, and it certainly shouldn't do 2d8. I can't fault the balance too much for this one, but he makes my brain hurt.
Quite a few monsters do extra dice of damage for no reason, and a few get random bonuses. Has this been discussed elsewhere? It's probably the only big problem I have with the book.
Last edited: