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Going back to 3.5... Any ideas to 4e-ify it?
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<blockquote data-quote="Psion" data-source="post: 4513984" data-attributes="member: 172"><p>I've divorced XP from CR for a long time. I use the guidelines in the DMG (75 xp per hour/encounter per level, IIRC), and then tweak by how difficult I though the encounter was. The encounter need not have a creature to base XP on at all.</p><p></p><p></p><p></p><p>Been doing this, with mixed reactions. At lower level, it's great. At higher levels, it's too much AFAIAC. Thinking it would work well to front-load extra feats.</p><p></p><p></p><p></p><p>Haven't tried that, but it sounds good. I'm generous with stats out of the starting gate, so I'm not sure I would do it.</p><p></p><p></p><p></p><p>Interesting compromise. I like it. May have to try it myself.</p><p></p><p>I do, indeed, hate the only max damage on crits in 4e.</p><p></p><p></p><p></p><p>I'm dubious. That sounds like it would bolster the dump-statting practice... but at least it would mix up the dump stat!</p><p></p><p></p><p></p><p>Also being doing something like that for some time. I'll defend random stats to the death, but random HP is something I could entirely live without.</p><p></p><p></p><p></p><p>I prefer the idea of "-(spell level) hp and dying. I'd make death effects less common, though (frex, no bodaks in my game.)</p><p></p><p></p><p></p><p>I don't think so; their might be exceptions, but I'm not too fond of combo-building anyways. The massive damage threshold is sort of a holdout anyways. I think it was kept to add a simulationist edge to the falling scenario, but there are too many other effects that can trigger it now. I'd make falling nastier if you are worried about that.</p></blockquote><p></p>
[QUOTE="Psion, post: 4513984, member: 172"] I've divorced XP from CR for a long time. I use the guidelines in the DMG (75 xp per hour/encounter per level, IIRC), and then tweak by how difficult I though the encounter was. The encounter need not have a creature to base XP on at all. Been doing this, with mixed reactions. At lower level, it's great. At higher levels, it's too much AFAIAC. Thinking it would work well to front-load extra feats. Haven't tried that, but it sounds good. I'm generous with stats out of the starting gate, so I'm not sure I would do it. Interesting compromise. I like it. May have to try it myself. I do, indeed, hate the only max damage on crits in 4e. I'm dubious. That sounds like it would bolster the dump-statting practice... but at least it would mix up the dump stat! Also being doing something like that for some time. I'll defend random stats to the death, but random HP is something I could entirely live without. I prefer the idea of "-(spell level) hp and dying. I'd make death effects less common, though (frex, no bodaks in my game.) I don't think so; their might be exceptions, but I'm not too fond of combo-building anyways. The massive damage threshold is sort of a holdout anyways. I think it was kept to add a simulationist edge to the falling scenario, but there are too many other effects that can trigger it now. I'd make falling nastier if you are worried about that. [/QUOTE]
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Going back to 3.5... Any ideas to 4e-ify it?
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