Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Feat Taxes, or, It's That Time of the Week Again
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="eamon" data-source="post: 5555676" data-attributes="member: 51942"><p>In complete agreement. To go one step further (in case it's not obvious), hitting more often means your opponents die faster and in the period before their defeat will thus deal less damage (and other effects) to you. </p><p></p><p>The same argument goes for defenses, of course: the better your defenses, the longer you survive, thus the more damage you can deal. The difference is in the "details": it's quite feasible to maintain a hit ratio of 55% (and situationally much higher), whereas it's virtually impossible to maintain decent defenses, certainly if you consider NADs which (even if you take improved defenses and otherwise focus on them) will generally be trivially hit by monsters.</p><p></p><p>Scaling defenses is also more difficult because it involves 4 stats, and almost no rule elements boost all four. Tactics also plays a role; 4e is quite team-play and combo focused, and pulling off a groups best combat tends to require a series of attacks - if one fails, the rest are weakened too. So there's a kind of multiplier going on: the more accurate your attacks, the more elaborate team plays you can make. On the monster side of the fence, the same is generally much less the case for various reasons. Focusing on attacks over defenses reduces combat length; again, a factor in PC's favor, who have a limited number of encounter/daily powers that don't recharge and represent a greater improvement over their at-wills than monsters' recharge powers. So as the combat takes longer, the scales slowly shift to the monsters' favor: if you can't win using dailies and encounter powers, then by the time both sides are down to at-wills (and the monster to occasional recharge powers), the PC's have lost more.</p><p></p><p>Then there's the fun! It's just more fun to dramatically and swiftly kill things rather than merely die so slowly you win by default. It's fun to build the occasional tough-as-nails tank valuing survivability over offense, but most characters are more dependent on their active abilities, and while one defensive turtle in a party can be cool, as a strategy for an entire party, it's not fun.</p><p></p><p>So, there's truly <em>lots</em> of ways in which 4e encourages focus on offense over defense. When it's easy to get or critical to your role/character concept, defenses make sense, but that's the exception, not the norm.</p></blockquote><p></p>
[QUOTE="eamon, post: 5555676, member: 51942"] In complete agreement. To go one step further (in case it's not obvious), hitting more often means your opponents die faster and in the period before their defeat will thus deal less damage (and other effects) to you. The same argument goes for defenses, of course: the better your defenses, the longer you survive, thus the more damage you can deal. The difference is in the "details": it's quite feasible to maintain a hit ratio of 55% (and situationally much higher), whereas it's virtually impossible to maintain decent defenses, certainly if you consider NADs which (even if you take improved defenses and otherwise focus on them) will generally be trivially hit by monsters. Scaling defenses is also more difficult because it involves 4 stats, and almost no rule elements boost all four. Tactics also plays a role; 4e is quite team-play and combo focused, and pulling off a groups best combat tends to require a series of attacks - if one fails, the rest are weakened too. So there's a kind of multiplier going on: the more accurate your attacks, the more elaborate team plays you can make. On the monster side of the fence, the same is generally much less the case for various reasons. Focusing on attacks over defenses reduces combat length; again, a factor in PC's favor, who have a limited number of encounter/daily powers that don't recharge and represent a greater improvement over their at-wills than monsters' recharge powers. So as the combat takes longer, the scales slowly shift to the monsters' favor: if you can't win using dailies and encounter powers, then by the time both sides are down to at-wills (and the monster to occasional recharge powers), the PC's have lost more. Then there's the fun! It's just more fun to dramatically and swiftly kill things rather than merely die so slowly you win by default. It's fun to build the occasional tough-as-nails tank valuing survivability over offense, but most characters are more dependent on their active abilities, and while one defensive turtle in a party can be cool, as a strategy for an entire party, it's not fun. So, there's truly [I]lots[/I] of ways in which 4e encourages focus on offense over defense. When it's easy to get or critical to your role/character concept, defenses make sense, but that's the exception, not the norm. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Feat Taxes, or, It's That Time of the Week Again
Top