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Epic 4e play: the system makes it too easy for PCs to hit, instead of too hard.
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<blockquote data-quote="Ravellion" data-source="post: 5045770" data-attributes="member: 538"><p>DPR is fine. The rogue does roughly 45-50 damage on average per attack, not counting crits. The other players do less damage, but they hit more often, and the rogue hits <strong>always </strong>(when he rolls a 1, he rerolls due to epic trickster. Or daggermaster with the use of an action point. When those run out, he starts using his luckblade, which is a lower to hit, but hey, not that much lower). They do have access to wrath of the gods, which gets activated when it matters. There are also plenty of "make a save" utility powers or riders to go around to handle the debuffs (or magic items that help in that regard).</p><p></p><p>I do think that you can classify this party as having two full leaders, yes, and that helps. The rogue/bard only has the minimum of four bard powers though (1 at will, 1 encounter, 1 daily, 1 utility). The fighter/warlord plays like a fighter, tending towards not using his warlord powers at all untill truly necessary. The cleric really does most of the heavy lifting on the leader front, and the paladin protects him very, very well (even reserving his intercessionary teleportation powers to do so, especially since I now often prioritize the cleric as a target - at lower levels, it was often the rogue).</p><p></p><p>The healing of the cleric alone is ridiculous. Second Wind has been used twice in the entire campaign: once by the paladin at 17th level in an N+5 encounter, which followed directly on a N+3 encounter without short rest, and one by the rogue at level 18, when he was doing a <strong>solo </strong>quest <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" />.</p><p></p><p>So maybe what this boils down to is "leaders are really, really good"? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> I see absolutely no need for a controller in this party. Between the dragonbreath of the warlord and the cleric's solar wrath, minions are cleared easily, even when spread out. The cleric has another area spell as well (lvl 19 Fire storm? His sheet is on my other computer).</p><p></p><p>The party tries to take targets down one by one, even when that means they aren't hitting vs. the optimal defences (though admittedly, sometimes they fail and spread damage - these tend to be the longer, more boring, combats).</p></blockquote><p></p>
[QUOTE="Ravellion, post: 5045770, member: 538"] DPR is fine. The rogue does roughly 45-50 damage on average per attack, not counting crits. The other players do less damage, but they hit more often, and the rogue hits [B]always [/B](when he rolls a 1, he rerolls due to epic trickster. Or daggermaster with the use of an action point. When those run out, he starts using his luckblade, which is a lower to hit, but hey, not that much lower). They do have access to wrath of the gods, which gets activated when it matters. There are also plenty of "make a save" utility powers or riders to go around to handle the debuffs (or magic items that help in that regard). I do think that you can classify this party as having two full leaders, yes, and that helps. The rogue/bard only has the minimum of four bard powers though (1 at will, 1 encounter, 1 daily, 1 utility). The fighter/warlord plays like a fighter, tending towards not using his warlord powers at all untill truly necessary. The cleric really does most of the heavy lifting on the leader front, and the paladin protects him very, very well (even reserving his intercessionary teleportation powers to do so, especially since I now often prioritize the cleric as a target - at lower levels, it was often the rogue). The healing of the cleric alone is ridiculous. Second Wind has been used twice in the entire campaign: once by the paladin at 17th level in an N+5 encounter, which followed directly on a N+3 encounter without short rest, and one by the rogue at level 18, when he was doing a [B]solo [/B]quest :erm:. So maybe what this boils down to is "leaders are really, really good"? :confused: I see absolutely no need for a controller in this party. Between the dragonbreath of the warlord and the cleric's solar wrath, minions are cleared easily, even when spread out. The cleric has another area spell as well (lvl 19 Fire storm? His sheet is on my other computer). The party tries to take targets down one by one, even when that means they aren't hitting vs. the optimal defences (though admittedly, sometimes they fail and spread damage - these tend to be the longer, more boring, combats). [/QUOTE]
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Epic 4e play: the system makes it too easy for PCs to hit, instead of too hard.
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