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Help: Gap between AC and defenses seems too large.
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5570721" data-attributes="member: 20805"><p>I agree with OnlineDm... and wanted to add something slightly different. So far the majority of the posts above have analyzed the player builds and math.. but my experience may run counter to alot of 'normal' thought about this...</p><p></p><p> Basically, ask 'so what'? </p><p></p><p> I have been running a 4e campaign since we converted over around level 5ish. My current group has a nigh unhittable Warlord, a invigorating build fighter, and various squishies. The Warlord I might hit 3 out of 10 tries. Maybe. The Fighter has, at 17th level, taken over 300 points of damage in a single combat *and never got bloodied!*.</p><p> The ranger, OTOH, is very squishy, gets hit on a 5 or better most of the time. His build deals tons of damage, often critting in excess of 130 points {also at 17th level}.</p><p></p><p> I considered working some various changes to encounters to 'challenge' the group.. but then I thought why not let the characters shine. The Warlord loves it when my bad guys rush up and miss. The fighter loves the yo-yoing of his hitpoints. The Ranger loves dishing out damage. </p><p> Of course, anything that survives long enough or has advance knowledge will avoid these strength and will deal a huge hurt out on the group by avoiding the warlord and fighter and focusing on the squishies...</p><p></p><p> But yes, ensure your encounter mix changes up and hits various statagems, defenses, and obstacles. Mix in area effects, terrain, traps. Hit that low Fort once in a while... poison is nice for that. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p> One very cool thing about 4e is that you can tweak the monsters however you want as long as you put in the flavor text. That giant with the battle-ax? make it a mace and attack fort as the heavy blow thumps down...</p><p></p><p>Just don't mess with the players expectations too much!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5570721, member: 20805"] I agree with OnlineDm... and wanted to add something slightly different. So far the majority of the posts above have analyzed the player builds and math.. but my experience may run counter to alot of 'normal' thought about this... Basically, ask 'so what'? I have been running a 4e campaign since we converted over around level 5ish. My current group has a nigh unhittable Warlord, a invigorating build fighter, and various squishies. The Warlord I might hit 3 out of 10 tries. Maybe. The Fighter has, at 17th level, taken over 300 points of damage in a single combat *and never got bloodied!*. The ranger, OTOH, is very squishy, gets hit on a 5 or better most of the time. His build deals tons of damage, often critting in excess of 130 points {also at 17th level}. I considered working some various changes to encounters to 'challenge' the group.. but then I thought why not let the characters shine. The Warlord loves it when my bad guys rush up and miss. The fighter loves the yo-yoing of his hitpoints. The Ranger loves dishing out damage. Of course, anything that survives long enough or has advance knowledge will avoid these strength and will deal a huge hurt out on the group by avoiding the warlord and fighter and focusing on the squishies... But yes, ensure your encounter mix changes up and hits various statagems, defenses, and obstacles. Mix in area effects, terrain, traps. Hit that low Fort once in a while... poison is nice for that. :) One very cool thing about 4e is that you can tweak the monsters however you want as long as you put in the flavor text. That giant with the battle-ax? make it a mace and attack fort as the heavy blow thumps down... Just don't mess with the players expectations too much! [/QUOTE]
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Help: Gap between AC and defenses seems too large.
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