Rath Lorien
First Post
I'm having fun with the 4.0 rules, but I do notice a difference between how 4.0 feels during combat and how previous versions of D&D felt. My recollection of my 3.5 games seem to have a higher level of tension and seat-of-your-pants excitement and we seemed to spend less game-time resolving each combat.
The danger factor (volatility) of combat does not seem to be as high in 4.0. Occasionally a character will drop to near-zero hitpoints, but it takes an hour and a half of game-time combat to do it. I also think that long drawn-out encounters contribute to the feeling that encounter powers are scarce. The players either blow their wad early and then sulk about having nothing to do, or they seem to hoard their encounter powers and it feels like a real loss when the characters use a power and it misses.
I don't think the solution is to throw more powerful monsters at the party. I think more powerful monsters will just result in longer battles as the players have a harder time hitting higher AC's and eroding the larger hitpoint totals.
But I had an idea and I want to get some feedback:
I propose to cut the hitpoints of all monsters in half. That should have the result in making the critters die twice as fast. I'll also cut the hitpoints of the characters in half. That will make the environment twice as dangerous to the characters. Statistically it should result in the same outcome, but the combats should resolve twice as fast. It should make combat feel more fast-paced and more volatile. Crits will hurt the PC’s more, but they will also hurt the monsters more. Minions will be twice as dangerous, so I will double their XP value to compensate. Since the encounters will run in half the number of rounds it will give a higher prominence to encounter powers.
I still think the combats will be cinematic. The PC's should still feel tough and capable, but it will be easier to send a character reeling from a single well-placed attack. I realize this is a big change. I admit that I have probably not thought through all of the implications. I hope you will give this some thought and give me your feedback.
Happy New Year!
The danger factor (volatility) of combat does not seem to be as high in 4.0. Occasionally a character will drop to near-zero hitpoints, but it takes an hour and a half of game-time combat to do it. I also think that long drawn-out encounters contribute to the feeling that encounter powers are scarce. The players either blow their wad early and then sulk about having nothing to do, or they seem to hoard their encounter powers and it feels like a real loss when the characters use a power and it misses.
I don't think the solution is to throw more powerful monsters at the party. I think more powerful monsters will just result in longer battles as the players have a harder time hitting higher AC's and eroding the larger hitpoint totals.
But I had an idea and I want to get some feedback:
I propose to cut the hitpoints of all monsters in half. That should have the result in making the critters die twice as fast. I'll also cut the hitpoints of the characters in half. That will make the environment twice as dangerous to the characters. Statistically it should result in the same outcome, but the combats should resolve twice as fast. It should make combat feel more fast-paced and more volatile. Crits will hurt the PC’s more, but they will also hurt the monsters more. Minions will be twice as dangerous, so I will double their XP value to compensate. Since the encounters will run in half the number of rounds it will give a higher prominence to encounter powers.
I still think the combats will be cinematic. The PC's should still feel tough and capable, but it will be easier to send a character reeling from a single well-placed attack. I realize this is a big change. I admit that I have probably not thought through all of the implications. I hope you will give this some thought and give me your feedback.
Happy New Year!