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How Badly Do Randomly Rolled Stats Affect 4E Math?
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<blockquote data-quote="Solvarn" data-source="post: 5211718" data-attributes="member: 59666"><p>If I were forced to mathematically figure this out, I would take a normal modifer of +7 to +8 for the average 4E D&D party. That meaning that each character's stat bonuses after addition and subtraction = +7 or +8. I would take that number and number and divide it by the average party's modifier with rolled stats. For example, you are saying that you normally have modifiers of +12 or higher for your rolled PC? Let's assume that is the average of the party.</p><p> </p><p>8/12 = .666</p><p> </p><p>Multiply the sought after XP budget for a given difficulty encounter by 1.666, and you will probably arrive at the desired XP total to make the encountering challenging or easy enough, depending on what is being sought.</p><p> </p><p>Another option would be to take the same stat adjustment and apply it to the monsters. Give the monsters a flat bonus to applicable stats of +1 or +2.</p><p> </p><p>Ok, with that being said, this is where I advise against rolled stats. Rolled stats are an antiquated concept from first edition where there was very little in the way of mechanical methods to really make a character your own. Mathematically what you are doing is starting out each character with a magic weapon. You are creating a lot of preparation work for very little reward or payoff in the fun category. This additional preparation and adjustment could be better spent tooling encounters, writing descriptions, or coming up with solid adventure ideas and construction.</p><p> </p><p>Just keep in mind that in all it may make for a "faster" game. That may be something the DM doesn't want to do. Monsters may seem easier then they should be on an individual basis.</p><p> </p><p>On the plus side, treasure is the same, because that goes by bundles per level.</p></blockquote><p></p>
[QUOTE="Solvarn, post: 5211718, member: 59666"] If I were forced to mathematically figure this out, I would take a normal modifer of +7 to +8 for the average 4E D&D party. That meaning that each character's stat bonuses after addition and subtraction = +7 or +8. I would take that number and number and divide it by the average party's modifier with rolled stats. For example, you are saying that you normally have modifiers of +12 or higher for your rolled PC? Let's assume that is the average of the party. 8/12 = .666 Multiply the sought after XP budget for a given difficulty encounter by 1.666, and you will probably arrive at the desired XP total to make the encountering challenging or easy enough, depending on what is being sought. Another option would be to take the same stat adjustment and apply it to the monsters. Give the monsters a flat bonus to applicable stats of +1 or +2. Ok, with that being said, this is where I advise against rolled stats. Rolled stats are an antiquated concept from first edition where there was very little in the way of mechanical methods to really make a character your own. Mathematically what you are doing is starting out each character with a magic weapon. You are creating a lot of preparation work for very little reward or payoff in the fun category. This additional preparation and adjustment could be better spent tooling encounters, writing descriptions, or coming up with solid adventure ideas and construction. Just keep in mind that in all it may make for a "faster" game. That may be something the DM doesn't want to do. Monsters may seem easier then they should be on an individual basis. On the plus side, treasure is the same, because that goes by bundles per level. [/QUOTE]
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