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Does 4e have a sweet spot?
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<blockquote data-quote="DEFCON 1" data-source="post: 5298181" data-attributes="member: 7006"><p>My campaign has gone from 1 to 11 and I have to say I found the first half of the tier to be a more compelling gaming experience than the upper half. This can be contributed to several things (some of which are game-related, some of which are player related):</p><p></p><p>Starting around level 7 or so, PC and monster hit points had reached a high enough level where it would take a few more extra rounds to finish off combats. Each swing of a sword seemed to be less crucial, because it would remove a lower percentage of hit points from the total than they did at lower levels.</p><p></p><p>The reason for this is partly because damage for our players did not increase exponentially enough to offset the hit point gains for everybody. Most additional powers gained (the 2nd & 3rd Encounter, the 2nd & 3rd Daily) did not always increase damage for the attack, but rather gave additional effects instead. So player choice might have resulted in every single encounter power the PC had would all still do 1[W] + modifier. And because our players are not as savvy as others might be, they might not have used the special riders on the higher level encounter powers to generate the additional damage that <em>could</em> have been possible had they use them to their fullest potential. But at the same time, the additional hit point for everyone was <em>still there</em> to have to grind through. Thus the average damage players were doing was less than the average gain of hit points gained at each level, thereby making combats take longer and become less compelling.</p><p></p><p>At lower levels, it was possible for our striker PCs to take out the occasional monster in two shots if <em>everything</em> in their attacks worked out for the best (via action points, crits and bonuses gained to damage from other players) and they were attacking the right type of monster. At higher levels it was never possible... standard monsters would always seem to require at least four or five hits before dropping, regardless of how well players rolled and the type of PC doing it. And the opposite was even worse for monsters versus PCs. </p><p></p><p>*****</p><p></p><p>I'm thinking that for our particular group... the E6 concept might actually be more compelling for us to use. I know that in 4E it kind of got turned into the E10 concept (i.e Heroic tier only), but even that is too much for us. Our sweet spot seems to be in the 1st to 4th level range. I wonder what would happen if PCs and monsters just numerically stopped advancing past 4th level with the exception that the PCs could still gain their second Daily at 5th level and 3rd Encounter at 6th (so that they could at least gain a pair of new rider effects, which many powers are nothing more than). But by keeping hit point and damage levels at the most to 4th level, each attack would appear (if not outright actually have) more of an impact in a fight.</p><p></p><p>It'd be interesting to</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 5298181, member: 7006"] My campaign has gone from 1 to 11 and I have to say I found the first half of the tier to be a more compelling gaming experience than the upper half. This can be contributed to several things (some of which are game-related, some of which are player related): Starting around level 7 or so, PC and monster hit points had reached a high enough level where it would take a few more extra rounds to finish off combats. Each swing of a sword seemed to be less crucial, because it would remove a lower percentage of hit points from the total than they did at lower levels. The reason for this is partly because damage for our players did not increase exponentially enough to offset the hit point gains for everybody. Most additional powers gained (the 2nd & 3rd Encounter, the 2nd & 3rd Daily) did not always increase damage for the attack, but rather gave additional effects instead. So player choice might have resulted in every single encounter power the PC had would all still do 1[W] + modifier. And because our players are not as savvy as others might be, they might not have used the special riders on the higher level encounter powers to generate the additional damage that [I]could[/I] have been possible had they use them to their fullest potential. But at the same time, the additional hit point for everyone was [I]still there[/I] to have to grind through. Thus the average damage players were doing was less than the average gain of hit points gained at each level, thereby making combats take longer and become less compelling. At lower levels, it was possible for our striker PCs to take out the occasional monster in two shots if [I]everything[/I] in their attacks worked out for the best (via action points, crits and bonuses gained to damage from other players) and they were attacking the right type of monster. At higher levels it was never possible... standard monsters would always seem to require at least four or five hits before dropping, regardless of how well players rolled and the type of PC doing it. And the opposite was even worse for monsters versus PCs. ***** I'm thinking that for our particular group... the E6 concept might actually be more compelling for us to use. I know that in 4E it kind of got turned into the E10 concept (i.e Heroic tier only), but even that is too much for us. Our sweet spot seems to be in the 1st to 4th level range. I wonder what would happen if PCs and monsters just numerically stopped advancing past 4th level with the exception that the PCs could still gain their second Daily at 5th level and 3rd Encounter at 6th (so that they could at least gain a pair of new rider effects, which many powers are nothing more than). But by keeping hit point and damage levels at the most to 4th level, each attack would appear (if not outright actually have) more of an impact in a fight. It'd be interesting to [/QUOTE]
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