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<blockquote data-quote="ashockney" data-source="post: 4847283" data-attributes="member: 1363"><p>In 4e: </p><p></p><p>1st level: AC: 12 - 22, HP: 15 - 35, Att: +1 - +8, Dam: 4 - 10</p><p>20th level: AC: 28 - 38, HP: 125 - 175, Att: +16 - +28, Dam: 25 - 35</p><p></p><p>These scale real nice at the same level, but don't play so well across each other. At the same level, you hit about 50%, for 3 - 7 hits. At 1st to 20th you hit only on a 20, and it would take 20+ hits.</p><p></p><p>In 1e:</p><p></p><p>1st level: AC: 10 - 18, HP: 1 - 14, Att: +0 - +5, Dam: 3 - 18</p><p>12th level: AC: 20 - 30, HP: 30 - 90, Att: +6 - +18, Dam: 3 - 36</p><p></p><p>In this instance, at the same level, you can hit on a 12 or higher, and you can take about one hit at 1st, and at 12th level you can take 3 average hits. From 1st against 12th, it still requires a 20 to hit (on average), and the damage dealt would require six successful hits. </p><p></p><p>In another game like Rolemaster, there is the same reality of defense bonus and high armor type negating almost all damage. There is, however, a 4% chance that you can roll open-ended, get lucky, and "max out" against any level and any armor type with a critical hit. It is significantly less likely, and there are far better resources to deal with it, but that chance still provides for interesting gameplay.</p><p></p><p>My recommended soluiton would be to tweak the first level characters to be able to hit around 10% to 30% of the time, but only do enough damage that it will take about triple the hits than normal. A simple means to do this would be to provide some sweet magic items, powers, or abilities that would get them up to this bonus to hit. So, in 4e for example, you'd have to get that bonus to hit, up into the +20 attack and damage range. That's one hell of an artifact!</p></blockquote><p></p>
[QUOTE="ashockney, post: 4847283, member: 1363"] In 4e: 1st level: AC: 12 - 22, HP: 15 - 35, Att: +1 - +8, Dam: 4 - 10 20th level: AC: 28 - 38, HP: 125 - 175, Att: +16 - +28, Dam: 25 - 35 These scale real nice at the same level, but don't play so well across each other. At the same level, you hit about 50%, for 3 - 7 hits. At 1st to 20th you hit only on a 20, and it would take 20+ hits. In 1e: 1st level: AC: 10 - 18, HP: 1 - 14, Att: +0 - +5, Dam: 3 - 18 12th level: AC: 20 - 30, HP: 30 - 90, Att: +6 - +18, Dam: 3 - 36 In this instance, at the same level, you can hit on a 12 or higher, and you can take about one hit at 1st, and at 12th level you can take 3 average hits. From 1st against 12th, it still requires a 20 to hit (on average), and the damage dealt would require six successful hits. In another game like Rolemaster, there is the same reality of defense bonus and high armor type negating almost all damage. There is, however, a 4% chance that you can roll open-ended, get lucky, and "max out" against any level and any armor type with a critical hit. It is significantly less likely, and there are far better resources to deal with it, but that chance still provides for interesting gameplay. My recommended soluiton would be to tweak the first level characters to be able to hit around 10% to 30% of the time, but only do enough damage that it will take about triple the hits than normal. A simple means to do this would be to provide some sweet magic items, powers, or abilities that would get them up to this bonus to hit. So, in 4e for example, you'd have to get that bonus to hit, up into the +20 attack and damage range. That's one hell of an artifact! [/QUOTE]
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