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How fast does PC damage rise relative to monster hit points?
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<blockquote data-quote="Manbearcat" data-source="post: 6482975" data-attributes="member: 6696971"><p>I'll try to keep this, in part, along the lines of your evaluation by power source theme.</p><p></p><p>Curiously enough, the second group was definitely more powerful than the first due to their versatility. I know CharOP "common sense" says:</p><p></p><p>- Fighter best defender</p><p>- Twin Strike Ranger best/most damaging striker</p><p>- Warlord best force multiplier, especially with the aforementioned two.</p><p></p><p>However, in a smaller group, there needs to be at least 1 "swingman" and there needs to be a breadth of resources to handle the varying situations that are going to come up in play. That group curb-stomped stuff in their sweetspot like no other. However, there were several holes that I can think of off the top of my head:</p><p></p><p>- Reflex saves</p><p>- Bursts/Blasts</p><p>- Elemental damage (which typically comes in the form of Ref saves and Bursts/Blasts!)</p><p>- Aura damage</p><p>- Battlefields with heavy control by way of hazards/traps (especially that attack Ref) or challenging terrain</p><p>- Well-protected, ranged Leaders that would augment Skirmishers or well-protected Artillery</p><p>- Minion heavy fights (especially coupled with a ranged ArtilleryController//Leader that would force-multiply them or make life difficult for the PCs)</p><p></p><p>Comparatively, the second group had a relatively small number of "holes in their game." </p><p></p><p>To your "evaluation by power source them", they also had a much more complete, aggregate suite of noncombat resources. This is definitely, in part, due to the Arcane, Martial, Primal setup of the group. In every sort of noncombat conflict that needed to be resolved, they had, at least, two of the three characters that had strength. Further, where Group Checks were needed to be made, they had enough overlap in competency, if not outright strength, to make 2 of the 3 required successes.</p><p></p><p>Finally, also due to the Arcane, Martial, Primal setup of the group, their swathe of stunting/terrain interaction capabilities was much more broad than the first group (which is no small thing in a game like 4e where stunting and interaction with mundane/fantastic terrain is meant to play a large role in combat resolution).</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6482975, member: 6696971"] I'll try to keep this, in part, along the lines of your evaluation by power source theme. Curiously enough, the second group was definitely more powerful than the first due to their versatility. I know CharOP "common sense" says: - Fighter best defender - Twin Strike Ranger best/most damaging striker - Warlord best force multiplier, especially with the aforementioned two. However, in a smaller group, there needs to be at least 1 "swingman" and there needs to be a breadth of resources to handle the varying situations that are going to come up in play. That group curb-stomped stuff in their sweetspot like no other. However, there were several holes that I can think of off the top of my head: - Reflex saves - Bursts/Blasts - Elemental damage (which typically comes in the form of Ref saves and Bursts/Blasts!) - Aura damage - Battlefields with heavy control by way of hazards/traps (especially that attack Ref) or challenging terrain - Well-protected, ranged Leaders that would augment Skirmishers or well-protected Artillery - Minion heavy fights (especially coupled with a ranged ArtilleryController//Leader that would force-multiply them or make life difficult for the PCs) Comparatively, the second group had a relatively small number of "holes in their game." To your "evaluation by power source them", they also had a much more complete, aggregate suite of noncombat resources. This is definitely, in part, due to the Arcane, Martial, Primal setup of the group. In every sort of noncombat conflict that needed to be resolved, they had, at least, two of the three characters that had strength. Further, where Group Checks were needed to be made, they had enough overlap in competency, if not outright strength, to make 2 of the 3 required successes. Finally, also due to the Arcane, Martial, Primal setup of the group, their swathe of stunting/terrain interaction capabilities was much more broad than the first group (which is no small thing in a game like 4e where stunting and interaction with mundane/fantastic terrain is meant to play a large role in combat resolution). [/QUOTE]
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How fast does PC damage rise relative to monster hit points?
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