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How fast does PC damage rise relative to monster hit points?
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<blockquote data-quote="MoutonRustique" data-source="post: 6480223" data-attributes="member: 22362"><p>Having played my share of low-level, a good deal of paragon and some epic : </p><p> [MENTION=43019]keterys[/MENTION] and [MENTION=6696971]Manbearcat[/MENTION] 's values seem to match up to my play experience.</p><p></p><p>4e often ends up being : linear player/quadratic party - since synergies can get better and better. Party make-up not only has a big impact on play experience, it has <em>different</em> impacts depending upon tier of play.</p><p></p><p>From my experience (anecdotal, etc, etc)</p><p> - striker and controller party : quick and brutal at <strong>heroic</strong>, tactically proficient <em>players</em> will destroy <strong>paragon</strong> (tactical choices <em>matter</em> and less proficient players can face difficulties), quite swingy at <strong>epic</strong>*.</p><p><em>*Note: add-in a touch of save granting and the extra-swing is replaced by incredible monster destruction power.</em></p><p></p><p>- healer heavy group : longer and harder on resources at <strong>heroic</strong>, actually not that bad in <strong>paragon</strong>!, un-ending slugfests of extra ridiculous un-defeatable players -but for very few encounters in the day- at <strong>epic</strong>.</p><p></p><p>- leader heavy group : pretty long and predictable fights at <strong>heroic</strong>, some impressive "nova buffing" going one at <strong>paragon</strong>. At <strong>epic</strong>... well, as long as the main dps is operative: some impressive sequences can play out. Loose access to that main dps and it all goes to crap*.</p><p><em>*By "crap", I mean that the fights become very long and very draining for the players.</em></p><p></p><p>Those are the ones I have the most play experience with. On the whole, I have to say that healer-heavy parties require the most DM-side modifications to keep the combats fun : the outcome is known almost on round 2, but you have to get to round 11-12+ for the finish... Also, you burn up so many resources that your adventuring day is a lot shorter.</p><p></p><p>Striker and controller parties require some party investment in save-granting/condition removal to be more enjoyable to me (I'm not a fan of "surprise=win" and extra-swing in my combats) but they will <em>destroy</em> encounters in a very dramatic and explosive fashion. As a DM, it took me a bit to find the fun in that (forgot not to love my "supposed-to-be-recurring-NPCs and just roll with it), but after I got with the program : it's was very satisfying.</p><p></p><p>The phases where tactical choices matter a great deal were slightly less fun for me (on average) since I had to down-play some creatures' tactical options (some synergies are very, very, very (and a couple extra "very" after that) powerful) as they could completely shutdown some of my players (and that's no fun for anyone), but the players found them engaging and were quite proud when they managed to pull off cool "combos".</p><p></p><p>Well... this turned out rather long... and not quite on topic to boot! Bah! I'm leaving it.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6480223, member: 22362"] Having played my share of low-level, a good deal of paragon and some epic : [MENTION=43019]keterys[/MENTION] and [MENTION=6696971]Manbearcat[/MENTION] 's values seem to match up to my play experience. 4e often ends up being : linear player/quadratic party - since synergies can get better and better. Party make-up not only has a big impact on play experience, it has [I]different[/I] impacts depending upon tier of play. From my experience (anecdotal, etc, etc) - striker and controller party : quick and brutal at [B]heroic[/B], tactically proficient [I]players[/I] will destroy [B]paragon[/B] (tactical choices [I]matter[/I] and less proficient players can face difficulties), quite swingy at [B]epic[/B]*. [I]*Note: add-in a touch of save granting and the extra-swing is replaced by incredible monster destruction power.[/I] - healer heavy group : longer and harder on resources at [B]heroic[/B], actually not that bad in [B]paragon[/B]!, un-ending slugfests of extra ridiculous un-defeatable players -but for very few encounters in the day- at [B]epic[/B]. - leader heavy group : pretty long and predictable fights at [B]heroic[/B], some impressive "nova buffing" going one at [B]paragon[/B]. At [B]epic[/B]... well, as long as the main dps is operative: some impressive sequences can play out. Loose access to that main dps and it all goes to crap*. [I]*By "crap", I mean that the fights become very long and very draining for the players.[/I] Those are the ones I have the most play experience with. On the whole, I have to say that healer-heavy parties require the most DM-side modifications to keep the combats fun : the outcome is known almost on round 2, but you have to get to round 11-12+ for the finish... Also, you burn up so many resources that your adventuring day is a lot shorter. Striker and controller parties require some party investment in save-granting/condition removal to be more enjoyable to me (I'm not a fan of "surprise=win" and extra-swing in my combats) but they will [I]destroy[/I] encounters in a very dramatic and explosive fashion. As a DM, it took me a bit to find the fun in that (forgot not to love my "supposed-to-be-recurring-NPCs and just roll with it), but after I got with the program : it's was very satisfying. The phases where tactical choices matter a great deal were slightly less fun for me (on average) since I had to down-play some creatures' tactical options (some synergies are very, very, very (and a couple extra "very" after that) powerful) as they could completely shutdown some of my players (and that's no fun for anyone), but the players found them engaging and were quite proud when they managed to pull off cool "combos". Well... this turned out rather long... and not quite on topic to boot! Bah! I'm leaving it. [/QUOTE]
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How fast does PC damage rise relative to monster hit points?
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