UrsusTas
LIFER!
Not complaining here
I just feel like I have missed something and wondering if there is a glaring oversight that people can point it out to me 
While making a wizard I glanced forward a few high level monsters to see what types of defense scores they have to check that I would have an expected 50% chance to hit them if I was of an equivalent level .. so I had in my mind what types of items/feats I may need to work towards to be effective.. take a look at MM page 11 the Atropal (28) for example .. basically defenses are at 42 with a weaker reflex at 37.
So in a perfect world my 28 wizard (who started with an int of 20 .. unlikely) and bringing it upto 28 with stat bonus's along the way would have the following 'INT vs' attack:
+ Int (8) + Orb (6) + 1/2 level (14) = + 28
so hitting the one weakness of the monster (reflex) needs a 9+ on the roll but hitting the other defenses needs a 14+ .. there are other monsters of that level with say 45 scores so hitting those would be unlikely needing a 17+
I would have a few reflex spells but after those are burned would I effectively be wasting my time trying against the monster's will/fort .. what about the monsters with even higher defenses.
Am I missing an obvious source of bonuses?
I can see that certain races give a +1 when bloodied (or when your opponent is) and Tiefling in particular can get Hellfire Blood for an additional +1 attack (and damage) with fire/fear .. using their racial they can get an impressive +3, once per encounter if their target is bloodied if it's a fire spell.
Humans can get +3 when using an action point if they have Action Surge feat.
I also realise that many abilities can debuff the enemies (say give them -2 defenses) and enhance allies (say give them +2 attack) but I felt that they would improve the 50% chance to hit ideal to more like a 75% chance to hit.
I keep expecting to find items with stat bonuses or similar
Defenses would be something like +2(feat) +5(stat) +14(1/2 level) +6(neck item) .. factoring in racial bonuses and the fact that everyone will likely end up with a stat above 20 the average base defenses will likely be around +28ish (assuming you buy all the feats).
Looking again at teh Atropal it has a +27vsRef close burst ability ...
The game is less about Monster vs Many Players and more about Many monsters vs Many players .. I realize that players can work together to debuff and buff but the monsters can as well?
Wizards seem to be more about vs many than the tougher boss, with other classes (in particular melee attacks) getting bonuses to hit via feats and several of their abilities .. is it primarily a wizard only problem?
Just a bit confused about the balance between player characters and monsters .. min/maxing seems to give a poor chance to hit .. and I don't particularly want to min/max so I would expect my bonuses to be a bit below the 'perfect world' senario above .. any words of wisdom?
While I have asked this question from a player perspective I more want to understand it from a DM perspective if that makes sense


While making a wizard I glanced forward a few high level monsters to see what types of defense scores they have to check that I would have an expected 50% chance to hit them if I was of an equivalent level .. so I had in my mind what types of items/feats I may need to work towards to be effective.. take a look at MM page 11 the Atropal (28) for example .. basically defenses are at 42 with a weaker reflex at 37.
So in a perfect world my 28 wizard (who started with an int of 20 .. unlikely) and bringing it upto 28 with stat bonus's along the way would have the following 'INT vs' attack:
+ Int (8) + Orb (6) + 1/2 level (14) = + 28
so hitting the one weakness of the monster (reflex) needs a 9+ on the roll but hitting the other defenses needs a 14+ .. there are other monsters of that level with say 45 scores so hitting those would be unlikely needing a 17+
I would have a few reflex spells but after those are burned would I effectively be wasting my time trying against the monster's will/fort .. what about the monsters with even higher defenses.
Am I missing an obvious source of bonuses?
I can see that certain races give a +1 when bloodied (or when your opponent is) and Tiefling in particular can get Hellfire Blood for an additional +1 attack (and damage) with fire/fear .. using their racial they can get an impressive +3, once per encounter if their target is bloodied if it's a fire spell.
Humans can get +3 when using an action point if they have Action Surge feat.
I also realise that many abilities can debuff the enemies (say give them -2 defenses) and enhance allies (say give them +2 attack) but I felt that they would improve the 50% chance to hit ideal to more like a 75% chance to hit.
I keep expecting to find items with stat bonuses or similar

Defenses would be something like +2(feat) +5(stat) +14(1/2 level) +6(neck item) .. factoring in racial bonuses and the fact that everyone will likely end up with a stat above 20 the average base defenses will likely be around +28ish (assuming you buy all the feats).
Looking again at teh Atropal it has a +27vsRef close burst ability ...
The game is less about Monster vs Many Players and more about Many monsters vs Many players .. I realize that players can work together to debuff and buff but the monsters can as well?
Wizards seem to be more about vs many than the tougher boss, with other classes (in particular melee attacks) getting bonuses to hit via feats and several of their abilities .. is it primarily a wizard only problem?
Just a bit confused about the balance between player characters and monsters .. min/maxing seems to give a poor chance to hit .. and I don't particularly want to min/max so I would expect my bonuses to be a bit below the 'perfect world' senario above .. any words of wisdom?
While I have asked this question from a player perspective I more want to understand it from a DM perspective if that makes sense

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